Everything New in TFT Set 15: K.O. Coliseum
In this article we’ll explore all of the new TFT Set 15 Champions and Traits from the “K.O. Coliseum” reveal.
Set 15 also introduces a brand new Set Mechanic known as “Power Ups”. We’ll give you a quick run down of how it works, and will be sure to mention any other unique additions to Set 15.
Keep in mind that the information for new champions is constantly being updated on the PBE. Our website will continually be updated, so make sure to check out the Champions Page to stay updated on any changes.
To see ALL the new changes, head to our all-in-one TFT page for Set 15.

Set 15: K.O. Coliseum Release Date
TFT Set 15: K.O. Coliseum is planned to release on July 30th, with the PBE going live on July 15th.
TFT Set 15 Mechanic: Power Ups
TFT Set 15’s “Power Ups” mechanic offers players a new way to amplify their champions with unique abilities. It’s somewhat reminiscent of Set 13’s Anomalies, helping to expand the scope of what a champion can do.
Twice during the game, at Round 1-3 and Round 3-6, players will acquire a “Power Snax”. When used on a champion, you’ll be offered a selection of three Power Up abilities to choose from.
These will provide numerous types of benefits with a wide pool of options available, so there’ll be lots to explore.
And don’t worry, you’ll have the ability to replace your current Power Ups with new ones, so feel free to try things out without fear!
Check out our Set 15 Mechanic Power Ups guide to learn more, or view our complete list of every Power Up.
TFT Set 15 Traits
K.O. Coliseum introduces many exciting new traits, along with some returning staples. However, one thing worth noting is how Prismatic trait bonuses have changed. While players would normally need to go +2 or +3 above in order to enable them, now they just need to collect the pieces and complete a unique mini-quest.
This should create an exciting dynamic as players navigate their way to unlocking their true power!
TFT Set 15 Origins
Battle Academia

Champions: Ezreal 1g / Garen 1g / Katarina 2g / Rakan 2g / Caitlyn 3g / Jayce 3g / Leona 4g / Yuumi 4g
Battle Academia champions upgrade their abilities and gain Potential. Potential improves their abilities. Prismatic: Have 17 completed items on Battle Academy units. True Potential Unlocked: +11
- (3) 3
- (5) 5
- (7) 7
First Impressions:
Battle Academia is mostly unknown at this point, but it certainly has potential. Jokes aside, we’ll have to wait and see what the improved abilities do, though like every vertical trait it should be fun to try out.
Crystal Gambit

Champions: Syndra 1g / Janna 2g / Vi 2g / Swain 3g / Ashe 4g / Zyra 5g
Kills and losses during player combats earn Gem Power. Every 4 player combats choose to convert Gem Power into rewards or Double Down. While Double Down is active losses grant 100% more Gem Power, but wins lose 50% Gem Power and cash out immediately. Gem Power gains increase at stages 3 and 4.
- (3) X per kill; X per loss
- (5) Every X kills, gain bonus loot and reroll a new kill number.
- (7) 200% rewards. Crystal Gambit units gain 500 Health and 45% DA.
First Impressions:
Crystal Gambit is an exciting high risk, high reward trait that incentivizes the player to live on the edge. You’ll benefit from going on a losing streak, and reap even more rewards for each kill you secure before being taken down. Having to choose whether to cash out or Double Down will be a difficult task, but making the right call should lead to a big payout!
Luchador

Champions: Gnar 1g / Dr. Mundo 2g / Volibear 4g / Braum 5g
Luchadors gain bonus Attack Damage. At 50% health, Luchadors cleanse negative effects, heal, and leap back into the fight, knocking up enemies in a 1-hex radius for 1.50 seconds.
- (2) 15 AD; 20% Health heal
- (4) 40 AD; 50% Health heal
First Impressions:
Luchador is a great tank trait that helps keep your frontline intact. If you’ve armed them well, the cleanse and heal could be really impactful, making already bulky units even tougher to take out.
Mentor

Champions: Kobuko 2g / Udyr 3g / Yasuo 3g / Ryze 4g
This trait is active only when you have exactly 1 or 4 unique Mentors. Old Mentor 1: Allies gain the bonus. Old Mentors 4: Mentors gain all bonuses and upgrade their abilities. Other allies gain nothing.
- Kobuko: 7% DR
- Udyr: 10% AD & AP
- Yasuo: 12% AS
- Ryze: +2 mana per attack
First Impressions:
Mentors can be a solid addition to the team if you can benefit from their individual passive abilities. Requiring only one slot to gain bonus Durability, Attack Damage + Ability Power, Attack Speed, or Mana Regen, seems like a good investment.
It’s not yet clear what the upgraded abilities are, so as for stacking all four, we can’t say just yet. Although flat stats alone make it an intriguing proposition.
Mighty Mech

Champions: Aatrox 1g / Lucian 1g / Gangplank 2g / Senna 3g / Jarvan IV 4g / Karma 4g / Yone 5g
Gain The Mighty Mech. Mighty Mechs heal it for 10% of the damage they deal. Prismatic: Unlock the Mightiest Mech
- (3) The Mighty Mech arrives
- (5) Blade Protocol: Level 1
- (7) Blade Protocol: Level 2
Each Mighty Mech champion’s star level increases The Mighty Mech’s power.
First Impressions:
Mighty Mech is Set 15’s summoning trait, allowing you to assemble and upgrade a giant robot. It’ll first start off as a solid frontline tank, then eventually upgrade into a powerful machine! If you can manage to keep up your champions’ DPS, the passive healing effect will make it one tough cookie to take down.
Monster Trainer

Champions: Lulu 3g
Choose which monster Lulu summons to replace her in combat! It gains XP after each combat and bonus XP for each takedown it participates in. When your Monster levels up, it gains 1% Health. At level 15 and 30 its spell evolves!
First Impressions:
Monster Trainer is an exciting new ability that effectively creates three champions in one! Lulu merely acts as the tamer, but it’s up to you to choose which unit to field. Players are free to swap between them, and XP is shared so there’s no penalty for changing your mind. Flexibility is always a great asset, so Monster Tamer looks very promising.
Rogue Captain

Champions: Twisted Fate 5g
Twisted Fate upgrades the Crew Ship to deal 15% of its damage as true damage and draws Bounty Cards each round that grant random rewards. Bounty Cards get better for each player combat.
First Impressions:
Rogue Captain, is a great way to top off The Crew by improving its damage output and providing various rewards. While we don’t know details about the rewards, it’s safe to assume they’ll be pretty good since it’s a unique 5-cost trait.
Rosemother

Champions: Zyra 5g
Gain 1/1/8 placeable plants, based on Zyra’s star level. Plants in the front two rows grow into durable Grasping Roots, while plants in the back two rows grow into Deadly Spines. Rosemother plants benefit from Zyra’s Ability Power and Attack Speed. When Zyra casts, her plant restores 50% Health and gains 50% Attack Speed for the rest of combat. If the plant is dead, she revives it instead.
First Impressions:
Rosemother is Zyra’s signature trait that thematically fits the champion very well. It also adds a neat dynamic that allows players to decide between two plant types, depending on their needs. Whether you want frontline or backline support, Zyra’s got you covered.
Soul Fighter

Champions: Kalista 1g / Naafiri 1g / Lux 2g / Xin Zhao 2g / Viego 3g / Samira 4g / Sett 4g / Gwen 5g
Soul Fighters gain bonus Health, and gain Attack Damage and Ability Power every second up to 8 stacks. At max stacks, deal bonus true damage. Prismatic: Deal 99 damage to players. MAXIMUM SOUL POWER.
- (2) Health, AD & AP, +X% damage
- (4) Health, AD & AP, +X% damage
- (6) Health, AD & AP, +X% damage
- (8) Health, AD & AP, +X% damage
First Impressions:
Soul Fighter is a trait that rewards you the longer a fight lasts. Scaling power every second before eventually gaining bonus true damage is a great effect, and if you manage to fulfill its Prismatic condition you’ll unlock MAXIMUM POWER. It definitely fits the theme of Set 15, and I look forward to seeing it in action.
Stance Master

Champions: Lee Sin 5g
When you field Lee Sin, choose between Duelist Stance, Executioner Stance, and Juggernaut Stance! Each stance has a unique ability, and grants Lee Sin the associated trait.
First Impressions:
Stance Master is Lee Sin’s signature trait that allows him to enter the battlefield with a unique ability, along with its corresponding trait. We don’t know the details of these abilities just yet, but the flexibility to fill various roles should be useful.
Star Guardian

Champions: Rell 1g / Syndra 1g / Xayah 2g / Ahri 3g / Neeko 3g / Jinx 4g / Poppy 4g / Seraphine 5g
Star Guardians have a unique Teamwork bonus that is granted to all Star Guardians. Every Star Guardian fielded increases the bonus! Prismatic: Spend 20000 mana. THE STARS AWAKEN.
- Rell: Gain a shield.
- Syndra: Gain Ability Power every 3 seconds.
- Xayah: Every 3rd attack deals magic damage.
- Ahri: After casting, gain mana over 2 seconds.
- Neeko: +X% healing and shielding.
- Poppy: At 40% Health, heal Health.
- Jinx: +X% Attack Speed and +X% bonus Attack Speed after takedowns, decaying over 3s.
- Seraphine: Gain AD, Armor, MR, and Health, and +X% AS, Crit, and CritMult.
Emblem: Increase bonuses by 12%!
First Impressions:
Star Guardian looks like a lot of fun because it rewards you in unique ways depending on the champions you acquire. Unlike Mentor, there are no quantity requirements, meaning every new inclusion bolsters the team. It’s a pretty low commitment for a solid payoff, while definitely offering the potential to truly shine if you decide to go all-in.
Supreme Cells

Champions: Kennen 1g / Kai’Sa 2g / Darius 3g / Akali 4g
The Cell who dealt the most damage last combat is Supreme. When the Supreme Cell dies, the Cell with the highest current damage becomes Supreme. Cells gain Damage Amp. The Supreme Cell gains more and executes enemies under 10% Health.
- (2) 5% DA | 10% DA
- (3) 15% DA | 25% DA
- (4) 25% DA | 40% DA. Gain a second Supreme
First Impressions:
Supreme Cells is a handy trait for picking off near-death enemies. There aren’t many champions who can use it, but it only takes two to enable. Positioning will likely play a role since “Supreme” is passed on after death. If managed effectively, it should help maintain your execute passive longer.
The Champ

Champions: Braum 5g
The Champs’s victories against players grant 2 Poro-fans! On loss Poro-fans prevent 1 Tactician damage each, then you lose 75% of your fans (rounded up).
First Impressions:
The Champ offers players the powerful effect of preventing Tactician damage, IF you can reliably win. It’s an ability that will help extend your lead, giving you a nice cushion against unexpected losses. However, as a 5-cost exclusive it’ll take some time to get it online.
The Crew

Champions: Malphite 1g / Sivir 1g / Shen 2g / Ziggs 3g / Twisted Fate 5g
Crew champions gain 6% Health & AS for each Crew member fielded. Every 3-star Crew champion grants an additional bonus.
- (1x) : +1 XP per reroll, and Crew unit odds never drop with player level.
- (2x) : +1 free reroll / round.
- (3x) : Deal 280 damage to fire a rocket dealing 110.
- (4x) : Fire rockets 2.50% more often per player level.
- (5x) : Fire the Planet Cracker.
First Impressions:
The Crew is a trait that encourages rerolling as its true bonuses actually come from 3-starring your Crew champions. Doing so will unlock a variety of game-changing effects, even including additional rerolls and modified drop percentages. It’s a big investment, but you’ll surely be rewarded for your loyalty!
Wraith

Champions: Kayle 1g / Zac 1g / Jhin 2g / Malzahar 3g / K’Sante 4g / Varus 5g
Every 5 seconds, the Shadow Realm strikes the 3 closest enemies, dealing total magic damage equal to a portion of damage dealt by Wraiths since the last trigger. Your lowest health Wraith heals for 18% of damage dealt by Wraiths and the Shadow Realm.
- (2) 18% damage.
- (4) 35% damage.
- (6) 55% damage.
First Impressions:
Wraith periodically provides additional magic damage based on the output of your Wraith units, while also healing the one with the lowest current health. Assuming your champions’ output is good, this could become a useful form of sustain during combat. That said, timing matters a lot, as it’s very possible the heal goes to waste or just misses keeping a champion alive. It’s certainly got potential, as long as RNG isn’t working against you.
TFT Set 15 Classes
Bastion

Champions: Garen 1g / Rell 1g / Shen 2g / Xin Zhao 2g / Swain 3g / Leona 4g / Braum 5g
Your team gains 10 Armor and Magic Resist. Bastions gain more, and the value doubles in the first 10 seconds of combat.
- (2) 18 Armor & MR
- (4) 36 Armor & MR
- (6) 70 Armor & MR; Non-Bastions gain an additional 25 Armor & MR.
First Impressions:
Bastion is back to bolster your team’s defenses. It doesn’t take much to activate, making it a nice splash on many comps. With Braum as a 5-cost Bastion unit, perhaps there’ll be a reason to go vertical if things line up accordingly.
Duelist

Champions: Kayle 1g / Gangplank 2g / Kai’Sa 2g / Udyr 3g / Viego 3g / Ashe 4g
Duelists gain Attack Speed on each attack, stacking up to 12 times.
- (2) 4% AS
- (4) 7% AS
- (6) 10% AS; Duelists gain 12% DR
First Impressions:
Duelist is Set 15’s standard Attack Speed trait, except this one leans strictly into the Duelists themselves. Enabling the two-piece grants some solid offense, and if you decide to all-in you’ll gain some Durability to help them survive.
Edgelord

Champions: Shen 2g / Xayah 2g / Yasuo 3g / Samira 4g / Volibear 4g / Yone 5g
Edgelords gain Omnivamp and AD. They also have 40% Attack Speed while attacking enemies under 50% of their Health.
- (2) 10% SV, 15% AD
- (4) 12% SV, 35% AD
- (6) 15% SV, 60% AD
First Impressions:
Edgelords are great for prolonged fights with their passive Omnivamp, plus get even better when fighting weakened units. Pairing two together seems well worth the baseline bonus.
Executioner

Champions: Kalista 1g / Katarina 2g / Senna 3g / Akali 4g / Ryze 4g
Executioners gain Critical Strike Chance and their spells can critically strike.
- (2) 25% Crit; 10% CritMult
- (3) 35% Crit; 12% CritMult
- (4) 45% Crit; 15% CritMult
- (5) 55% Crit; 20% CritMult
First Impressions:
Executioner is back but without its “execution” effect, meaning they won’t instantly finish off weak foes. Although regardless, it never hurts to have some added Crit.
Heavyweight

Champions: Aatrox 1g / Zac 1g / Kobuko 2g / Darius 3g / Jayce 3g / Poppy 4g
Your team gains 100 Health. Heavyweights gain additional bonus Health, and Attack Damage equal to a percentage of their Health.
- (2) 20% Health | 0.20% Health to AD
- (4) 40% Health | 0.40% Health to AD
- (6) 55% Health | 0.60% Health to AD
First Impressions:
Heavyweight is our classic Bruiser trait, except this one actually leans into some offense. The two-piece Health bonus is always solid early on, and if Health stacking is strong, then the damage conversion becomes very relevant.
Juggernaut

Champions: Aatrox 1g / Naafiri 1g / Dr. Mundo 2g / Vi 2g / Udyr 3g / Sett 4g
Juggernauts gain Durability, increased above 50% health. When a Juggernaut dies, other Juggernauts heal for 10% of their max Health.
- (2) 15% or 25% DR
- (4) 20% or 35% DR
- (6) 25% or 40% DR
First Impressions:
Juggernaut is another tanky trait that provides a solid Durability boost when your champions are healthy. If you’re able to scale their max Health, the on-death healing could become quite effective. At worst, it’s still a useful two-piece bonus.
Prodigy

Champions: Ezreal 1g / Syndra 1g / Malzahar 3g / Yuumi 4g / Seraphine 5g
Your team gains Mana Regen. Prodigies gain more.
- (2) 1 Mana Regen | 3 Mana Regen
- (3) 2 Mana Regen | 5 Mana Regen
- (4) 3 Mana Regen | 7 Mana Regen
- (5) 4 Mana Regen | 9 Mana Regen | Prodigy abilities heal an ally for 12% of the damage dealt.
First Impressions:
Prodigy is Set 15’s classic Mana trait. However, with the introduction of “Champion Roles” and “Mana Per Second” as an actual stat, Prodigy is a bit more intriguing. Seeing how it benefits the whole team, depending on how the new Mana balance feels, Prodigy may be even better than it looks.
Protector

Champions: Kennen 1g / Malphite 1g / Janna 2g / Rakan 2g / Neeko 3g / K’Sante 4g
Units gain 5% Durability while shielded. Once per combat at 50% Health, Protectors shield themselves and their closest ally for a percent of their maximum Health. Shields stack.
- (2) 20% Health shield
- (4) 40% Health shield
- (6) 60% Health shield
First Impressions:
Protector is yet another defensive trait, this time providing shields to Protectors and their nearest ally. It also scales based on max Health, so this could be a good fit alongside the aforementioned synergies.
Sniper

Champions: Gnar 1g / Sivir 1g / Jhin 2g / Caitlyn 3g / Jinx 4g / Varus 5g
Snipers gain Damage Amp, increased against targets farther away.
- (2) 10% DA; +4% DA per hex
- (3) 15% DA; +6% DA per hex
- (4) 25% DA; +9% DA per hex
- (5) 30% DA; +12% DA per hex
First Impressions:
Sniper offers its champions a considerable boost as long as they can stay at a distance. Its effectiveness will vary depending on your comp, but within the right shell it’ll help them deal a lot of damage.
Sorcerer

Champions: Kennen 1g / Lucian 1g / Lux 2g / Ahri 3g / Swain 3g / Karma 4g / Gwen 5g
Sorcerers gain bonus Ability Power. When an enemy dies after being damaged by a Sorcerer, they deal a percentage of that enemy’s maximum Health to another enemy.
- (2) 20 AP; 8% max Health
- (4) 50 AP; 10% max Health
- (6) 80 AP; 12% max Health to 2 enemies
First Impressions:
Sorcerer is a spell-caster trait that allows their abilities to be more impactful across the board. It’s particularly effective against tanks or other units with a huge Health total, and makes it easier to defeat following foes once they fall.
Strategist

Champions: Janna 2g / Ziggs 3g / Jarvan IV 4g / Ryze 4g
Combat Start: Allies in the front 2 rows gain a shield for 15 seconds. Allies in the back 2 rows gain Damage Amp. Strategists gain triple.
- (2) 150 Shield; 5% DA
- (3) 250 Shield; 8% DA
- (4) 400 Shield; 12% DA
- (5) 500 Shield; 15% DA
First Impressions:
Strategist is back, but this time it’s granting a shield instead of Durability. Overall this seems solid, but with one fewer champion in the pool it’ll be a bit harder to get it online.
TFT Set 15 New Champions: Abilities, Positioning, and First Impressions
Now that we’ve covered the new mechanics and traits, let’s take a quick look at all of the new TFT Set 15 champions. Considering this is TFT’s 15th set, many champions may have similar/returning mechanics.
Even so, the different combinations and trait webs are what make new sets exciting.
We’ll be providing basic positioning suggestions for every champion to get the ball rolling for you. Just remember that positioning is incredibly contextual in TFT and to always adapt to the situation at hand.
The terminology we’ll be using in this article will be frontline, midline, and backline.
1-Cost Champions
Aatrox Mighty Mech Juggernaut Heavyweight 1g

Ability: Blade Vigor
Heal 100/105/110 + 0.04 (AP & Health) and deal 110/165/250 + 30/45/70 (AD & AP) physical damage to the current target. Healing and damage are increased by up to 1% based on Aatrox’s missing health.
Positioning: Frontline
First Impressions:
Aatrox is a solid early game tank that scales healing and damage based on his missing Health. As a 1-cost unit with three traits he’s an excellent pickup, and can also help you unlock the Mighty Mech.
Ezreal Battle Academia Prodigy 1g

Ability: Rising Spell Force
Fire a blast at the current target, dealing 220/330/550 (AP) magic damage and 110/165/275 (AD) physical damage.
Positioning: Backline
First Impressions:
Ezreal is a decent early backline unit that can deal both magic and physical damage. If you’re looking to play Battle Academia, Ezreal’s one of the first champions available.
Garen Battle Academia Bastion 1g

Ability: Mighty Blade of Justice
Heal 0.06 + 330/360/390 (Health & AP) and deal 0.1 + 80/100/125 (Health & AD) physical damage to the target.
Positioning: Frontline
First Impressions:
Garen joins Ezreal as the other 1-cost Battle Academia unit, making him a likely early pickup for the strategy. On his own, he’s a reasonable tank with some built-in healing.
Gnar Luchador Sniper 1g

Ability: Gadagadagada!
Passive: Gain 0.08 (AP) for each attack against the same target, up to 0.08 (AP). Active: For 6 seconds, gain 0.9% Attack Damage and grant two nearby allies 0.2/0.25/0.35% Attack Damage, prioritizing Attack champions.
Positioning: Backline
First Impressions:
Gnar has an unusual combination of abilities in Luchador + Sniper. One deals greater damage from afar while the other helps leap back into the fight. Regardless, Luchador is a solid trait and Gnar is the earliest access to it, so he’ll likely be picked up early.
Kalista Soul Fighter Executioner 1g

Ability: Spirit Spear
Hurl a spear at the farthest enemy, dealing 400/600/900 + 60/90/135 (AD) physical damage to the first enemy hit. If the enemy dies the spear continues, dealing overkill damage to the next enemy hit.
Positioning: Backline
First Impressions:
Kalista’s Soul Fighter and Executioner traits both work very well with her ability. Scaling stats combined with an execute and overkill damage is a solid recipe for a 1-cost unit.
Kayle Wraith Duelist 1g

Ability: Unleash the Demon
Passive: Attacks deal 30/45/70 (AP) bonus magic damage. Gain additional power based on your Tactician level. Level 6: Every 3rd attack launches a wave that deals 60/90/140 (AP) magic damage and 20% shreds enemies for 3 seconds. Level 9: Every attack launches a wave. Waves travel farther.
Positioning: Frontline
First Impressions:
Kayle is a 1-cost frontline unit that is built for the late game. Her attacks improve as your Tactician level increases, making her a strong but niche pickup. Wraith and Duelist combine pretty well together in terms of offense and sustain, so if you have the time to build up Kayle she’ll likely turn into a great end game threat.
Kennen Supreme Cells Protector Sorcerer 1g

Ability: Eye of the Hurricane
Heal 0.05 (Health & AP), then deal 130/195/300 (AP) magic damage to the 2 nearest enemies and stun them for 1 seconds.
Positioning: Backline
First Impressions:
Kennen provides a ton of value for a 1-cost unit. He’s one of the few 1-cost champions to be given three traits, and on top of that he can Stun two enemies at once with his ability. What’s not to like?
Lucian Mighty Mech Sorcerer 1g

Ability: Twin Cannon Fire
Fire 4 shots towards the target. Each deals 80/120/180 (AP) magic damage to the first enemy hit. For each miss, restore 10 mana.
Positioning: Backline
First Impressions:
Lucian is another early game 1-cost Mighty Mech unit, making him an obvious choice if you’re assembling the robot. His ability is quite unique as it refunds Mana when his shots miss, helping relieve poor RNG.
Malphite The Crew Protector 1g

Ability: Regolith Resistance
Passive: Gain 0.25% more Armor. Active: Deal 3/4.5/6.75 + 40/60/90 (Armor & AP) physical damage to enemies in a cone.
Positioning: Frontline
First Impressions:
Malphite fits the team as a pretty simple Armor-based tank. As a member of The Crew he’ll be one of the earliest rerolls, and can also benefit from the scaling Health + Attack Speed.
Naafiri Soul Fighter Juggernaut 1g

Ability: Spinning Soul-Saw
Gain 100/120/150 (AP) shield for 2 seconds, then deal 155/235/355 (AD) physical damage to the target.
Positioning: Frontline
First Impressions:
Naafiri is a straightforward frontline tank with a basic shield and physical damage ability. While far from outstanding alone, Naafiri is an easy pickup to enable Soul Fighter and/or Juggernaut.
Rell Star Guardian Bastion 1g

Ability: Unbreakable Celestial Lance
Deal 130/195/295 (AP) magic damage in a short line through the target, then reduce damage taken by 20/30/45 (AP) for 4 seconds.
Positioning: Frontline
First Impressions:
Rell’s unique trait bonus grants shield to all Star Guardians, making her a great supporter for the team. Additionally, her active ability deals magic damage in a line while also reducing incoming damage. Very solid for a 1-cost unit.
Sivir The Crew Sniper 1g

Ability: Star Cutter
Launch a returning blade 2-hexes through the current target. It deals 160/240/360 + 20/30/45 (AD & AP) physical damage to enemies hit, reduced by 0.4% per hit.
Positioning: Backline
First Impressions:
Sivir joins Malphite as the other early game 1-cost member of The Crew. She’s a simple backline carry with the ability to hit multiple foes with one strike; which can certainly be handy for picking off weak foes.
Syndra Crystal Gambit Star Guardian Prodigy 1g

Ability: Bright Star Blast
Deal 230/345/520 (AP) magic damage to the target and reduces their Magic Resist by 10.
Positioning: Backline
First Impressions:
Syndra is an AP caster that deals single-target magic damage and reduces their Magic Resist. This is solid utility already, but it gets even better with her access to three traits. Syndra is the only 1-cost Crystal Gambit unit for those wanting to unlock it early, and as a Star Guardian she grants herself and others AP every few seconds. Prodigy is just the icing on the cake.
Zac Wraith Heavyweight 1g

Ability: Reality Ripple
Heal 240/280/350 (AP) and deal 100/150/225 (AP & Health) magic damage to enemies within a 1-hex radius.
Positioning: Frontline
First Impressions:
Zac returns as a pretty basic frontline tank this time around. His ability heals himself while dealing magic splash damage to nearby foes. Overall a decent inclusion for early Wraith and/or Heavyweight bonuses.
2-Cost Champions
Dr. Mundo Luchador Juggernaut 2g

Ability: Steel Chair Slam
Passive: Every 7 seconds the next attack deals 0.08 + 50/75/125 (AD & Health) bonus physical damage. Active: Gain 300/350/400 (AP) maximum health over 1.5 seconds and immediately trigger the passive.
Positioning: Frontline
First Impressions:
Dr. Mundo is a frontline tank with two solid defensive traits. Both Luchador and Juggernaut complement the maximum Health increase, making him a tough nut to crack when the healing lines up accordingly.
Gangplank Mighty Mech Duelist 2g

Ability: Golden Giga Gun
Deal 375/565/875 (AD) physical damage to the lowest health enemy within range. If the target dies, 40 + 0% AP chance to gain 1 gold.
Positioning: Frontline
First Impressions:
Gangplank’s Golden Giga Gun deals physical damage to the lowest health enemy in sight, making him good at picking off weak targets. Plus, if he gets the kill, you have a chance at gaining some bonus gold. Gangplank seems like a fun inclusion early on, and I imagine he’ll be quickly grabbed by Mighty Mech comps.
Janna Crystal Gambit Protector Strategist 2g

Ability: Crystal Chrysalis
Grant 80/100/125 (AP) shield to the 2 lowest Health allies for 4 seconds and fire butterflies dealing (AP) magic damage split between the 2 closest enemies.
Positioning: Backline
First Impressions:
Janna is a great backline support that has access to three separate sources of shield. Strategist grants shield to the front two rows, Protector activates at 50% Health, and then of course there’s her active ability. On top of that, Janna is part of the three trait club, making her a flexible pickup.
Jhin Wraith Sniper 2g

Ability: The Curtain Falls
Passive: Attack Speed is always 0.75/0.75/0.85. Convert 1% bonus Attack Speed into 0.8% Attack Damage. Every fourth attack is enhanced to deal 180/270/415 + 30/45/70 (AD) physical damage.
Positioning: Backline
First Impressions:
Jhin is a straightforward AD carry with a built-in Attack Speed passive. This pairs well with his Wraith and Sniper traits, letting him become a reasonable threat from the backline.
Kai’Sa Supreme Cells Duelist 2g

Ability: Missile Massacre
Passive: Kills grant 1% permanent Attack Damage. Active: Fire 8 missiles divided between the target and nearby enemies. Each missile deals 30/45/70 + 6/8/14 (AD & AP) physical damage.
Positioning: Backline
First Impressions:
Kai’Sa’s passive ability grants her permanent Attack Damage for every enemy she kills, allowing her to scale into a powerful threat with enough time. Her Missile Massacre ability deals spread damage to the target and nearby enemies, giving her real carry potential later on. If you invest the time, the payoff could be worth the wait.
Katarina Battle Academia Executioner 2g

Ability: Teleports Behind You
Blink to the enemy with the lowest health within 3 hexes and deal 110/165/255 (AP) magic damage to enemies in a 1-hex radius.
Positioning: Midline
First Impressions:
Katarina has good mobility with her “Teleports Behind You” ability, and Executioner enables it to potentially Crit. If you need a way to target the enemy backline, Katarina could be a good choice for the team.
Kobuko Mentor Heavyweight 2g

Ability: Golden Paw Mantra
Gain 325/375/450 (AP) Shield for 3 seconds. The next attack deals 0.18 (AD & Health) bonus physical damage and stuns for 1.75 seconds.
Positioning: Frontline
First Impressions:
Kobuko is back, but this time in 2-cost form. His Golden Paw Mantra ability grants himself a solid shield, then sets up a Stun with his next attack. As a Mentor, Kobuko grants a team-wide Durability buff, making him a solid inclusion to improve your defenses (as long as you don’t have other Mentors).
Lux Soul Fighter Sorcerer 2g

Ability: Soulfire Explosion
Fire an energy ball towards the largest group of enemies containing the target. On arrival, 20% shred enemies in a 1-hex radius for 5 seconds and deal 205/310/480 (AP) magic damage split between them plus 70/105/165 (AP) magic damage to each.
Positioning: Backline
First Impressions:
Lux is a bursty AoE caster with her Soulfire Explosion ability. When cast, she fires an energy ball towards the largest group of enemies, Shredding them before dealing magic damage. With Soul Fighter + Sorcerer she’ll hit hard and ensure multiple enemies take a beating.
Rakan Battle Academia Protector 2g

Ability: All Eyes On Me
Heal 300/350/450 (AP) and deal 80/120/180 (AP) magic damage to the 3 closest enemies.
Positioning: Frontline
First Impressions:
Rakan is a simple frontline unit with decent healing and multi-target magic damage. If you’re building towards Battle Academia, he’s one of the earlier champions available and provides Protector as a nice bonus.
Shen The Crew Bastion Edgelord 2g

Ability: Power Suit: Full Charge
Shield 400/475/575 (AP) for 4 seconds. The next 3 attacks deal 0.8/1.2/1.85 (MR) bonus true damage.
Positioning: Frontline
First Impressions:
Shen has access to three great traits in Edgelord, Bastion, and The Crew. Combined with his shield ability he has a lot of natural sustain, making him a solid early game tank.
Vi Crystal Gambit Juggernaut 2g

Ability: Shining Knuckle Explosion
Passive: Gain 2 Armor & MR for each component equipped to your team. Active: Heal 200/250/300 (AP), deal 150/225/350 (AD) physical damage in a 1-hex radius centered on the target, and 0.2% Sunder enemies hit for 4 seconds.
Positioning: Frontline
First Impressions:
Vi’s passive Armor and MR ability makes her more effective if you’re equipping a wide amount of component items. However, once you start completing them the scaling falls off. Regardless, Vi’s Shining Knuckle Explosion has some nice AoE Sunder potential that could be useful on certain comps.
Xayah Star Guardian Edgelord 2g

Ability: Sharp Feathers Shine
Gain 0.8 (AP) attack speed for 3 attacks. These attacks deal 40/60/95 (AD) bonus physical damage to the target and 2 nearby enemies
Positioning: Backline
First Impressions:
Xayah is a pretty simple backline carry on the surface, but one standout is the Star Guardian effect she provides. This makes every third attack also deal magic damage, helping the team hit more on the AP side. Edgelord’s Attack Speed bonus complements this well.
Xin Zhao Soul Fighter Bastion 2g

Ability: Guarding Crescent
Heal 275/325/400 (AP), deal 100/150/235 (AD) physical damage to enemies in a 2-hex radius, and mark the current target. For 3 seconds, take 40% reduced damage from unmarked enemies.
Positioning: Frontline
First Impressions:
Xin Zhao excels at going head-to-head with his target. His ability heals him, deals AoE physical damage, then allows him to focus on one foe while taking reduced damage from other enemies. Overall solid with two easy to enable traits.
3-Cost Champions
Ahri Star Guardian Sorcerer 3g

Ability: Pure Heart Breaker
Deal 390/585/935 (AP) magic damage to the current target, increased up to 0.75% based on the target’s missing health. If the target dies, deal 0.8% of overkill damage split between the 2 closest enemies, plus 40/60/95 (AP) magic damage per target.
Positioning: Backline
First Impressions:
Ahri is a powerful AP caster that is effective at finishing off enemies. Killing her target also deals overkill damage to the two nearest enemies, coupling well alongside the Sorcerer trait. As a Star Guardian, she grants the ability to gain Mana after casting, applied over two seconds. It’s a great way to keep up the momentum and fuel subsequent casts.
Caitlyn Battle Academia Sniper 3g

Ability: Magic Bouncing Bullet
Fire a bullet at the farthest enemy, dealing 340/510/815 + 30/45/70 (AD & AP) physical damage to the first target hit. The bullet bounces to a nearby enemy, dealing 90/135/210 (AD) physical damage.
Positioning: Backline
First Impressions:
Caitlyn excels at dealing damage from the backline. Her ability matches perfectly with the Sniper trait, ensuring she can hit for maximum damage. Overall a simple but effective AD carry.
Darius Supreme Cells Heavyweight 3g

Ability: Grand Guillotine
Heal 110/170/225 (AP), then deal 260/390/605 (AD) physical damage to the current target, increased by 0.6% against Tanks. If the target dies, immediately recast dealing 0.75% damage.
Positioning: Frontline
First Impressions:
Darius is a frontline tank slayer. His Grand Guillotine ability helps rip through champions with the Tank Role, plus also has the ability to recast when it defeats an enemy (regardless of Role). Heavyweight and Supreme Cells fit well, making him a solid counter-pick against certain team comps.
Jayce Battle Academia Heavyweight 3g

Ability: Thundering Hammerstrike
Deal 160/240/365 + 20/30/50 (AD & AP) physical damage to enemies in a 1-hex radius centered on the target.
Positioning: Frontline
First Impressions:
Jayce’s Thundering Hammerstrike deals AoE physical damage to enemies around his target. Its scaling combines both AD and AP, allowing him to take advantage of any effects that provide both stats. Overall he seems pretty average, but it’s possible that Battle Academia will make him truly stand out (we currently don’t know what the upgraded ability does).
Kog’Maw Monster Trainer 3g

Ability: Static Surge
Passive: Gain 1 AP per Monster Trainer level. Active: The next attack deals 60/90/145 (AP) bonus magic damage to the target and the 2 closest enemies, then 30% Shred and Sunder them for 4 seconds. Level 15: On-cast, gain 0.1% Attack Speed for the rest of combat. Level 30: Gain infinite range and increase Attack Speed bonuses by 0.15%. Max Attack Speed is now 6.
Positioning: Backline
First Impressions:
Kog’Maw is one of Lulu’s monsters, and what a monster he is! He has the ability to scale to ridiculous levels, eventually reaching limitless range and crazy fast Attack Speed. It’ll likely take some time to get him going, but even from the start the AoE Shred + Sunder is great utility.
Lulu Monster Trainer 3g

Ability: Choose A Monster
Field Lulu to choose a monster to train! Each monster has unique abilities.
Positioning: N/A
First Impressions:
Lulu brings a whole new mechanic to the game as a 3-in-1 unit. Having the ability to swap between monsters at will is great, allowing you to easily adapt throughout the game. The only downside is that none of the monsters contribute towards any trait bonuses, although that’s a small price to pay for its strength and flexibility.
Malzahar Wraith Prodigy 3g

Ability: Insidious Whispers
Infect the closest 1 uninfected targets, dealing 520/780/1300 (AP) magic damage over 15 seconds. If an infected target dies, the infection spreads to the nearest uninfected target for any remaining time.
Positioning: Backline
First Impressions:
Malzahar is a backline spell-caster that deals a large amount of magic damage over a long period of time. 15 Seconds is a considerable duration in combat, but the benefit is that it carries on if the initial target dies. This fits very well with the Wraith trait, ensuring you’re always dealing a respectable amount of damage within the Shadow Realm timeframe.
Neeko Star Guardian Protector 3g

Ability: Falling Flower Eruption
Gain 0.35/0.35/0.4% Durability and heal 300/350/450 (AP) over 2 seconds, then deal 120/180/290 (AP) magic damage to enemies in a 2-hex radius.
Positioning: Frontline
First Impressions:
Neeko’s Falling Flower Eruption is a pretty standard tank ability that heals and grants Durability. Standalone she doesn’t offer much, but as a Star Guardian she grants extra healing and shielding. A solid addition to the vertical comp.
Rammus Monster Trainer 3g

Ability: Durian Defense
Passive: Gain 1 Armor & MR per Monster Trainer level. Active: Gain 400/500/600 (AP) Shield for 4 seconds. When it breaks, deal 0.7/1.05/1.7 + 0.7/1.05/1.7 (Armor & MR) magic damage to the nearest 3 enemies and stun them for 1 second. Level 15: On cast, leap to the largest group within 2 hexes and taunt enemies. Gain 10/15/20 (AP) max Health per enemy taunted. Level 30: Gain an additional 1 Armor Armor and MR Magic Resist per Trainer level. Increase the stun to 1.5 seconds.
Positioning: Frontline
First Impressions:
Rammus is another one of Lulu’s monsters, this time fulfilling a disruptive tank role. His innate Armor and MR scaling alongside his shield ability grants him a lot of toughness, while also having an AoE Stun! Leveling Rammus further adds Taunt to the mix, making him a CC machine. If you need an interactive frontliner, Rammus is excellent.
Senna Mighty Mech Executioner 3g

Ability: Super Beam Cannon
Over 1 second, deal 240/360/575 (AD & AP) physical damage in a line through the current target. Enemies after the first take X amount instead. When no targets are left, regain mana based on the time remaining.
Positioning: Backline
First Impressions:
Senna’s Super Beam Cannon pierces a line through her target dealing physical damage to enemies hit. This should make her quite effective at healing the Mighty Mech, making her a solid unit when investing into the trait.
Smolder Monster Trainer 3g

Ability: Burn Blast
Passive: Gain 0.01% AD per Monster Trainer level. Damage Burns and Wounds for 5 seconds. Active: Deal 400/600/960 (AD) physical damage to the target, and 50/75/120 (AP) magic damage to the 3 nearest targets. Level 15: Every 2 casts, fire a second blast at the next closest enemy, dealing 0.75% damage. Level 30: Ignore 0.5% of the target’s Armor. Reduce max mana by 10.
Positioning: Backline
First Impressions:
Smolder is the third and final one of Lulu’s monsters. He’s the AD caster of the bunch, dealing a lot of damage while Burning and Wounding his foes. During later stages of the game he’ll begin firing twice every two casts, turning him into a major threat. You really can’t go wrong with all three choices.
Swain Crystal Gambit Bastion Sorcerer 3g

Ability: Glittering Plumage Regalia
Gain 0.1 (Health & AP) max Health, then deal 25/35/55 (AP) magic damage every second to enemies in a 2-hex radius. Subsequent casts heal 0.1 (Health) and increase the damage by 6/9/14 (AP).
Positioning: Frontline
First Impressions:
Swain is a magic-based tank that deals damage over time to nearby enemies. His healing and AP scaling can turn him into real threat, especially during longer combats. As a 3-star unit with three traits, he’s a pretty flexible pickup for building up your synergies.
Udyr Mentor Juggernaut Duelist 3g

Ability: Blazing Phoenix Stance
Make 3 rapid attacks. Each heals Udyr for 180/230/280 (AP) and deals 35/50/80 (AD) additional damage to enemies in a 1-hex radius.
Positioning: Frontline
First Impressions:
Udyr is a three trait frontline tank with an excellent Mentor bonus. When added to your team he grants 10% AD and AP, ensuring all your champions benefit in some way. He’s a great addition to many teams, and if you have any units that take advantage of dual AD/AP scaling, they’ll reap twice the rewards.
Viego Soul Fighter Duelist 3g

Ability: Combo of the Ruined King
Passive: Attacks deal 1 + 30/45/70 magic damage. Active: The next three attacks unleash a devastating combo. Pommel Bash: Deal 100/150/235 (AP) magic damage. Rising Slash: Deal 100/150/235 (AP) magic damage and briefly knock the target up. Falling Slash: Deal 210/315/490 (AP) magic damage.
Positioning: Frontline
First Impressions:
Viego returns as a frontline unit that passively deals magic damage with each attack. His Combo of the Ruined King ability unleashes three individual attacks, dealing separate magical blows with a Knock Up in the middle. He should make a nice addition to a Soul Fighter comp.
Yasuo Mentor Edgelord 3g

Ability: Unsheath the Storm
Deal 160/240/385 + 40/60/100 (AD) physical damage to the 3 closest enemies.
Positioning: Midline
First Impressions:
Yasuo is a fast physical damage dealer with his Attack Speed Mentor bonus. Combined with Edgelord, he can swiftly strike down weakened foes. If you need Attack Speed, he’s a great low investment pickup.
Ziggs The Crew Strategist 3g

Ability: Orbital Ordinance
Passive: Attacks are bouncing bombs that deal 1 + 40/60/95 (AP & AD) magic damage to the first enemy hit. Active: Deal 200/300/465 (AP) magic damage in a 1-hex radius centered on the target.
Positioning: Backline
First Impressions:
Ziggs offers a consistent output of magic damage with his passive bouncing bombs. Combined with the Attack Speed from The Crew and Damage Amp from Strategist, this simple ability can turn into a real threat.
4-Cost Champions
Akali Supreme Cells Executioner 4g

Ability: Piercing Phantom Strike
Mark the farthest unmarked target within 4 hexes, then dash through all marked enemies in order. Each dash deals 100/150/500 (AP) magic damage to its target and 70/105/500 (AP) magic damage to other enemies hit.
Positioning: Midline
First Impressions:
Akali’s Piercing Phantom Strike marks a target, then she dashes through all marked enemies. As more enemies become marked the damage output increases, turning Akali into a huge threat. Between Supreme Cells and Executioner, Akali will be very effective at picking off weak foes.
Ashe Crystal Gambit Duelist 4g

Ability: Gates of Avarosa
The next 8 attacks fire bonus arrows dealing (AD & AS) physical damage split between the target and up to two random enemies within 2 hexes.
Positioning: Backline
First Impressions:
Ashe is a backline AD carry that thrives during longer fights. Her Gates of Avarosa ability empowers the next eight attacks, so if she’s able to fire off each one she’ll be a powerful threat on your team.
Jarvan IV Mighty Mech Strategist 4g

Ability: Mega Drill Crash
Gain 400/450/2000 (AP & Health) Shield for 4 seconds, then slam into a group of enemies, dealing 100/150/2000 (AP) magic damage to enemies within a 2 hex radius and stunning them for 1.5/1.75/8 seconds.
Positioning: Frontline
First Impressions:
Jarvan IV returns as a 4-cost frontline unit with solid shielding, AoE magic damage, and a powerful AoE Stun. If you need CC he’s a great choice, and also improves your team as a Strategist.
Jinx Star Guardian Sniper 4g

Ability: Star Rocket Blast Off!
Passive: Attacks grant 6/6/12% (AP) stacking Attack Speed, up to 60/60/120% (AP). Critical strikes instead grant 9/9/18% (AP). Active: Deal 280/420/1260 (AD) physical damage to the target and 700/1050/3200 (AD) physical damage split across a 2-hex radius centered on the target.
Positioning: Backline
First Impressions:
Jinx is an aggressive AD carry with great in-combat scaling and a bursty ability. In addition to her passive Attack Speed, her Star Guardian bonus grants even more upon takedowns (decaying after 3 seconds). She excels in longer fights that allow her to cap out her Attack Speed, making her a great choice if you can protect her.
K’Sante Wraith Protector 4g

Ability: Breakout Force
Passive (ALL OUT): On first death instead heal to full, gain 1% Attack Speed, convert 0.5% of Armor and Magic Resist into Attack Damage, and set max mana to 30. Then dash through the target and briefly stun them. While ALL OUT, lose 0.06/0.06/0.01% Health each second and heal 0.3 (Health) on kill. Active: Gain (AP) Durability for 3 seconds, then deal 1.2/1.8/1.2 + 1.2/1.8/1.2 (Armor & MR) physical damage to the target. Active (ALL OUT): Deal 350/525/1500 (AD) physical damage to the target.
Positioning: Frontline
First Impressions:
K’Sante’s strength is his self-resurrection ability, making him a tanky frontliner that doesn’t go away. While his Health will continue to decrease on its own post-death, Wraith enables him to potentially keep fighting even longer.
Karma Mighty Mech Sorcerer 4g

Ability: Destruction Disc
Fire an energy disc that deals continuous damage in a 1-hex radius centered on the target. The disc vanishes after dealing 1000/1500/5000 (AP) total magic damage.
Positioning: Backline
First Impressions:
Karma is a backline AP spell-caster with a solid AoE ability. Her Destruction Disc combines well with the Sorcerer and Mighty Mech traits, helping sustain the Mighty Mech throughout combat.
Leona Battle Academia Bastion 4g

Ability: Aegis of Unbreakable Dawn
Shield for 480/580/2000 (AP) for 4 seconds and deal 0.5/0.75/5 + 0.5/0.75/5 (Armor & MR) magic damage to enemies in a 2-hex radius.
Positioning: Frontline
First Impressions:
Leona benefits from additional Armor and Magic Resist as her ability effectively converts it into damage. This lets you invest more on the defensive side while still gaining a solid amount of offense. She’s an obvious pick alongside other Bastions, but could also be put to use with the right support.
Poppy Star Guardian Heavyweight 4g

Ability: Spinning Galaxy Hammer
Gain 500/575/2500 (AP) Shield for 4 seconds. When it breaks, deal 200/300/2000 + 0.1/0.1/0.3 (Health & AD) physical damage to the target and 60/90/600 + 0.05/0.05/0.15 (Health & AD) physical damage to other enemies in a 1-hex radius centered on the target. The target is stunned for up to 0.5/0.5/8 seconds based on how long the shield held, and other enemies are briefly stunned.
Positioning: Frontline
First Impressions:
Poppy is a straightforward frontline tank with a pretty average ability. However, her unique trait grants Star Guardians a built-in emergency heal that triggers at 40% Health. This is a fantastic passive effect for the vertical comp, but if you’re in need of a tank in general, Poppy is still a reasonable choice.
Ryze Mentor Executioner Strategist 4g

Ability: Tsunami Beam
Deal 800/1200/5000 (AP) magic damage to the target over 3 seconds. Enemies in a 1-hex radius around the target take 135/205/650 (AP) over the same duration.
Positioning: Backline
First Impressions:
Ryze’s Tsunami Beam can deal a ton of AoE magic damage over a short duration. His combined three traits make him a valuable asset, especially his unique Mentor ability which grants +2 Mana Per Attack. This helps fuel more ability casts across the board, making him a great addition if you lack a Mentor.
Samira Soul Fighter Edgelord 4g

Ability: Soul Shot / Inner Arsenal Unleashed
Passive: After casting, gain 1 Style and 0.05% Omnivamp, up of 4 stacks. At max stacks, the next cast is Inner Arsenal Unleashed. Soul Shot: Deal 90/135/500 (AD) physical damage to the target and dash a short distance. Inner Arsenal Unleashed: Double the passive bonus and leap to a nearby group of enemies, dealing 310/465/1500 + 50/75/225 (AD & AP) to all enemies in a 2-hex radius. Reset your Style to 0.
Positioning: Backline
First Impressions:
Samira returns as a 4-cost champion and retains great mobility with her Soul Shot ability; letting her dash across the board with each cast. On the fifth cast she uses Inner Arsenal Unleashed, dealing significantly more damage in an AoE burst. Soul Fighter and Edgelord fit very well with her passive Omnivamp, allowing her power to escalate further before the finale.
Sett Soul Fighter Juggernaut 4g

Ability: Maximum Grit Overdrive
Over a short duration, heal 275/350/1500 + 0.1 (Health & AP) and deal 140/210/2000 (AD) physical damage to the target. Then, deal 120/180/750 (Health & AD) physical damage in a cone. Enemies in the center line take more physical damage, increased based on healing received this combat.
Positioning: Frontline
First Impressions:
Sett is a frontline Juggernaut with decent survivability and a unique form of scaling. His Maximum Grit Overdrive ability improves based on how much he’s healed during the fight, so if you pair him with the right support, perhaps he has some real carry potential.
Volibear Luchador Edgelord 4g

Ability: Ursine Instinct
Passive: Every 4th attack deals 90/135/500 (AD) physical damage in a 1-hex radius centered on the target. When changing targets, immediately slam for 1.5% damage. Active: For 5 seconds gain 0.99/0.99/3 Attack Speed, 0.1/0.1/0.25% (AP) Omnivamp, and crowd control immunity.
Positioning: Frontline
First Impressions:
Volibear’s Ursine Instinct complements the Luchador trait well, allowing him to become a fast uninterruptible force on the battlefield. His persistent Omnivamp makes him particularly tanky, helping buy time for your backline to carry.
Yuumi Battle Academia Prodigy 4g

Ability: Read Or Die
Launch pages dealing 30/45/150 (AP) magic damage each, split between the target and enemies within 2 hexes. Subsequent casts add +5 pages.
Positioning: Backline
First Impressions:
Yuumi is back as a 4-cost AP caster that progressively gets stronger throughout the fight. Each time she casts, she’ll increase the amount of pages (individual attacks) during future casts. With help from Prodigy she has potential to cast more often, eventually turning into a powerfully explosive threat. Keep her safe and you’ll be greatly rewarded.
5-Cost Champions
Braum The Champ Luchador Bastion 5g

Ability: El Tigre Tornado
Stun the target and spin them around for 1.5 seconds, dealing 450/675/9001 (AD) physical damage to the target and 250/375/4501 (AD) to other enemies in a 2-hex radius. Then throw the target forward, dealing 100/150/2000 (AD) in a 1-hex area around the target. If the target drops below 0 + 0.18 (AP) health, throw them off the board instead.
Positioning: Frontline
First Impressions:
Braum’s El Tigre Tornado is a hilarious ability that locks the target into a Stun-Throw combo, dealing a ton of physical damage to it and nearby enemies. In case that’s not enough, if the enemy drops low enough they’ll instead be thrown off the board entirely! He’s definitely called The Champ for a reason, and looks to be a highlight of K.O. Coliseum.
Ekko 5g

Ability: The World Stands Still
Ekko was pulled from another universe by the Isekai augment! Freeze all units while attacking the nearest 4 enemies 7 total times. Each attack deals 240/360/540 (AP) bonus magic damage.
Positioning: Frontline
First Impressions:
Ekko isn’t a regular champion but is instead summoned by the Prismatic Isekai Augment. While he doesn’t technically have a trait, Isekai makes him a Prodigy for the game. He has a powerful ability that Freezes all units before striking seven times, making him a prominent force when he appears.
Gwen Soul Fighter Sorcerer 5g

Ability: Soul Stitch / Rip The Threads
Passive: Attacks deal 30/45/400 (AP) magic damage in a cone. Every 3rd cast is Rip the Threads. Soul Stitch: Fire 3 needles through the board, dealing 35/55/1000 (AP) magic damage to enemies hit and leaving threads behind. Rip The Threads: Deal 350/525/9999 (AP) split between all enemies and 90/135/9001 (AP) bonus magic damage to each. Enemies near at least one thread take 0.1% more damage.
Positioning: Frontline
First Impressions:
Gwen’s passive lets her regular attacks strike for magic damage within range of a cone. Her active ability requires a bit of setup, but once the third cast is achieved she deals magic damage across all enemies, regardless of the range. Between Sorcerer and Soul Fighter Gwen can dish out a lot of damage, while ensuring nobody escapes unharmed.
Lee Sin Stance Master 5g

Ability: A Demonstration of Skill
Field Lee Sin to choose a stance! Each stance has a unique ability, and grants Lee Sin a bonus trait. Choose from Executioner, Duelist, or Juggernaut.
Positioning: Frontline
First Impressions:
Lee Sin offers players the unique flexibility to choose between three traits. Each provides a different Stance benefit in combat, but as mentioned above, the details are unclear at this time.
Seraphine Star Guardian Prodigy 5g

Ability: Ultimate Friendship Bomb
Passive: Ultimate Friendship Bomb’s damage scales on Power of Friendship, which is based on all of your team’s bonus stats. Stats on Seraphine contribute more. Active: Fire a friendship bomb towards the largest group of enemies within range, dealing magic damage in a 2-hex radius.
Positioning: Backline
First Impressions:
Seraphine tops off the Star Guardians with a huge stat increase across the board. She simultaneously provides AD, Armor, MR, Health, Attack Speed, Crit, and CritMult. Combined with her Ultimate Friendship Bomb ability she’s capable of dealing massive damage to her enemies. She absolutely rewards players for going vertical with the Power of Friendship!
Twisted Fate Rogue Captain The Crew 5g

Ability: 52 Card Calamity
Passive: Attacks bounce between 3 enemies, dealing 25/40/200 (AP) bonus magic damage and marking the target. Attacks deal 0.3% reduced damage per hit. Active: Deal 80/120/1500 (AD) physical damage to the 4/4/20 enemies, and detonate their marks for 20/30/500 (AP) magic damage each.
Positioning: Backline
First Impressions:
Twisted Fate is a multi-targeting backline carry that deals bouncing magic damage between enemies. As the Rogue Captain of The Crew, he’s the final piece you need to “Fire the Planet Cracker”. Rogue Captain’s ability to generate rewards should lead to some exciting twists and turns, hopefully setting you up for a flashy finale.
Varus Wraith Sniper 5g

Ability: Level Zero: 100 Shot Demon
Passive: Gain mana when units die. Enemies grant 5, allies 3. Active: Fire 3 + 2 (AS) piercing arrows per second at random enemies until Varus is out of mana. Each arrow costs 12/12/6 mana and deals 100/150/1000 (AD & AP) physical damage, reduced by 0.35% per hit.
Positioning: Backline
First Impressions:
Varus becomes a serious threat the moment champions start dying. Once he’s reached enough mana, he’ll unleash a barrage of piercing arrows dealing a ton of physical damage, and hopefully setting up for subsequent casts. The quantity of arrows actually scales based on Attack Speed, so if you build with that in mind he’s got huge potential.
Yone Mighty Mech Edgelord 5g

Ability: Dual Blade Technique: Inner Reflection
Passive: Attacks grant 0.05/0.05/0.25% stacking Attack Speed and Movement Speed, and alternate between dealing 30/45/400 (AD) bonus true damage and 90/135/999 (AP) bonus magic damage. Active: Send an echo towards the two furthest enemies, dealing 175/260/9999 (AD) physical damage and briefly knocking up enemies hit.
Positioning: Frontline
First Impressions:
Yone is a powerful threat that regularly strikes for true damage, helping break through bulky enemies. He progressively gets stronger and faster the longer the fight goes thanks to his passive Attack and Movement Speed stacking. In case that’s not enough, his active ability provides CC with its double Knock Up effect, making him an excellent unit all around.
Zyra Crystal Gambit Rosemother 5g

Ability: Crystal Thorn Expansion
Summon 4/4/20 untargetable Thornspitters that deal 100/150/999 (AP) per attack and attack 4 times. Non-plant allies gain 0.4/0.6/9.99 + 0.4 (AP) Attack Speed decaying over 4 seconds.
Positioning: Backline
First Impressions:
Zyra’s Crystal Thorn Expansion creates an army of untargetable plants that wreak havoc on her enemies, while also granting a temporary Attack Speed buff to her (non-plant) allies. She’s a solid backline supporter that can likely fill a flex slot on many comps. Outside of Crystal Gambit, she’s low risk, high reward.
Thanks for reading! Be sure to check out our meta team comps page, or head to our Team Builder to try and come up with your own comps.
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