Teamfight Tactics’ beta is over and the elements are rising in season two. As our first new set, Rise of the Elements fully replaces the champions, origins, and classes you played with during beta.

Here you will find all the information you need to hop into the Convergence and start exploring the new set. TFT has evolved, but your goal’s the same—can you adapt to new strategies, abilities, effects, and interactions to build a team and defeat your opponents?

Get ready for Teamfight Tactics: Rise of the Elements, coming in patch 9.22!

Elements

This season champions represent elements rather than origins, but the rules are the same. Deploy multiple unique champions with the same element to unlock powerful trait bonuses! Copies of the same champion all benefit from their elemental bonus, but only the first counts for determining how many unique champions you have deployed, even if your copies are different star levels.

Each element has its own unique bonus:

Crystal

Skarner, Taric, Ashe

Deploying multiple Crystal champions grants them a maximum limit to the amount of damage they can take from a single attack or ability hit.

Desert

Renekton, Sivir, Azir, Khazix

Deploying multiple Desert champions reduces the enemy team’s armor. The reduction increases if more Desert champions are deployed.

Electric

Ornn, Volibear, Zed

Deploying multiple Electric champions causes them to damage adjacent enemies whenever they critically strike or are critically struck.

Glacial

Warwick, Volibear, Braum, Ezreal, Olaf

Deploying multiple Glacial champions grants their attacks a chance to stun their target, increasing with more Glacials.

Inferno

Zyra, Diana, Varus, Qiyana, Kindred, Annie, Brand

Deploying multiple Inferno champions causes their abilities to temporarily ignite the ground beneath their targets, damaging enemies standing in the fire. Damage increases with more Inferno champions.

Light

Nasus, Vayne, Jax, Aatrox, Soraka, Yorick

Deploying multiple Light champions causes them to, on death, heal other Light champions for a percentage of their max health and grant them attack speed for the remainder of the round (stacking with multiple Light champion deaths). Heal and attack speed increase with more Light champions.

Steel

Rek’Sai, Nocturne

Deploying multiple Steel champions causes them to briefly become immune to damage when they drop below 50% health.

Mountain

Taliyah, Qiyana, Malphite

Deploying multiple Mountain champions grants a massive shield to a random ally at the start of combat.

Ocean

Vladimir, Thresh, Syndra, Qiyana, Nautilus, Nami

Deploying multiple Ocean champions periodically grants allies mana. The amount increases with more Ocean champions.

Poison

Kog’Maw, Dr. Mundo, Twitch, Singed

Deploying multiple Poison champions causes their damaging attacks and abilities to increase the mana costs of their targets’ abilities.

Shadow

Malzahar, Kindred, Veigar, Sion, Master Yi

Deploying multiple Shadow champions causes them to deal increased damage for the first few seconds of combat, as well as for a few seconds when they score a takedown. Deploying more Shadow champions causes all of them to deal increased damage when any of them score a takedown.

Wind

Yasuo, Qiyana, Janna

Deploying both Wind champions grants your team dodge chance.

Woodland

Maokai, Ivern, Neeko, LeBlanc

Deploying multiple Woodland champions causes one of them to randomly create a clone of themselves (including items) at the start of combat.





Classes

A champion’s class describes how they fight and functions similarly to their element, conferring additional trait bonuses based on how many unique members of that class you have on your team (duplicate champions don’t count here, either):

Alchemist

Singed

Alchemists can move through other units and never stop moving.

Assassin

Diana, LeBlanc, Qiyana, Nocturne, Kha’Zix, Zed

Assassins sneak across the battlefield at the start of combat, placing themselves opposite from where they started.

Deploying multiple Assassins grants them critical strike chance and increased critical strike damage, increasing with more Assassins.

Avatar

Lux

An Avatar’s element is counted twice for trait bonuses.

Berserker

Renekton, Jax, Volibear, Dr. Mundo, Sion, Olaf

Deploying multiple Berserkers grants their attacks a chance to deal damage in a cone behind the target. The chance increases with more Berserkers.

Blademaster

Yasuo, Sivir, Aatrox, Master Yi

Deploying multiple Blademasters grants their attacks a chance to hit extra times, increasing with more Blademasters.

Summoner

Zyra, Malzahar, Azir, Annie, Yorick, Zed

Deploying multiple Summoners increases the health and duration of their spawned allies, increasing with more Summoners.

Summoners’ pets benefit from Element and Class bonuses, but don’t count as additional units toward activating higher levels of those bonuses.

Druid

Ivern, Maokai, Neeko

Deploying two Druids grants all Druids health regeneration.

Mage

Vladimir, Taliyah, Syndra, LeBlanc, Veigar, Brand

Deploying multiple Mages grants them a chance after casting an ability to cast it again. This chance increases with more mages.

Mystic

Soraka, Janna, Master Yi, Nami

Deploying multiple Mystics grants all allies magic resist, increasing with more Mystics.

Predator

Warwick, Kog’Maw, Skarner, Rek’Sai

Deploying multiple Predators causes their attacks and abilities to immediately kill low-health enemies.

Ranger

Vayne, Varus, Ezreal, Kindred, Ashe, Twitch

Deploying multiple Rangers periodically grants them a chance to gain a burst of attack speed, increasing with more Rangers.

Warden

Ornn, Nasus, Thresh, Braum, Nautilus, Malphite, Taric