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Last week during the League of Legends 10-year anniversary stream, Riot Games announced Set 2 of Teamfight Tactics. The new set is called Rise of the Elements and has at least 50 new units, giving the mode a huge refresh.
While most of these units are completely new, some have just received a few minor changes. Along with these news units are plenty of new — and a couple returning — Classes to help players build out their team comps. Instead of Origins, Set 2 introduces Elements, which are basically the same thing with a new name, and those are mostly new as well.
Rather than announcing all of the new units, Origins, and Classes itself — or just putting them on the PBE to be discovered, Riot gave them out to streamers and content creators who each got to debut a few.
Because these were given out to creators from all around the world, they were also in a variety of different languages. This means we had to translate the information below, so there could be a few errors. But here are all the new TFT units, as well as their Origins and Classes, that have been announced so far.
This post will be updated as more announcements are made.
Teamfight Tactics set 2 units, Origins, and Classes
Elements
Crystal
- 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
- Deploying multiple Desert champions reduces the enemy team’s armor. The reduction increases if more Desert champions are deployed.
Electric
- Deploying multiple Electric champions causes them to damage adjacent enemies whenever they critically strike or are critically struck.
Glacial
- Deploying multiple Glacial champions grants their attacks a chance to stun their target, increasing with more Glacials.
Inferno
- 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
- 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
- Deploying multiple Steel champions causes them to briefly become immune to damage when they drop below 50% health.
Mountain
- Deploying multiple Mountain champions grants a massive shield to a random ally at the start of combat.
Ocean
- Deploying multiple Ocean champions periodically grants allies mana. The amount increases with more Ocean champions.
Poison
- Deploying multiple Poison champions causes their damaging attacks and abilities to increase the mana costs of their targets’ abilities.
Shadow
- 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
- Deploying both Wind champions grants your team dodge chance.
Woodland
- Deploying multiple Woodland champions causes one of them to randomly create a clone of themselves (including items) at the start of combat.
New Classes
Alchemist
- Alchemists can move through other units and never stop moving.
Assassin
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
- An Avatar’s element is counted twice for trait bonuses.
Berserker
- Deploying multiple Berserkers grants their attacks a chance to deal damage in a cone behind the target. The chance increases with more Berserkers.
Mage
- Deploying multiple Mages grants them a chance after casting an ability to cast it again. This chance increases with more mages.
Summoner
- 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.
Mystic
- Deploying multiple Mystics grants all allies magic resist, increasing with more Mystics.
Warden
- Deploying multiple Wardens grants them armor, increasing with more Wardens.
Druid
- Deploying two Druids grants all Druids health regeneration.
New Units
Ivern
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- Origin: Woodland
- Class: Druid
- Cost: 1
- Ability: Triggerseed — Ivern shields the lowest-health ally for a few seconds.
Kog’Maw
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- Origin: Poison
- Class: Predator
- Cost: 1
- Ability: Light Artillery — Kog’Maw launches acid that damages a random enemy.
Maokai
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- Origin: Woodland
- Class: Druid
- Cost: 1
- Ability: Sap Magic (passive) — Whener Maokai is damaged by an enemy spell, his next attack heals him.
Nasus
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- Origin: Light
- Class: Warden
- Cost: 1
- Ability: Fury of Dawn — Nasus temporarily enrages, gaining bonus heath and damaging adjacent enemies each second for the duration.
Renekton
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- Origin: Desert
- Class: Berserker
- Cost: 1
- Ability: Cull the Meek — Rekenton swings a blade, dealing 150/275/400 points. physical damage to nearby enemies and restoring 150/250/350 health on every hit
Taliyah
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- Origin: Mountain
- Class: Mage
- Cost: 1
- Ability: Seismic Shove — Taliyah erupts the ground under a random enemy, knocking them toward her if ranged, or away if melee.
Vladimir
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- Origin: Ocean
- Class: Mage
- Cost: 1
- Ability: Drain — Vladimir damages a target enemy, healing himself for the damage dealt.
Warwick
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- Origin: Glacial
- Class: Predator
- Cost: 1
- Ability: Infinite Duress — Warwick pounces onto the lowest-health enemy, stunning and damaging them. Applies on-hit effects.
Zyra
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- Origin: Inferno
- Class: Summoner
- Cost: 1
- Ability: Summon two untargetable Flame Spitters on the corners of the arena that will attack the closest enemy.
Vayne
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- Origin: Light
- Class: Ranger
- Cost: 1
- Ability: Silver Bolts (Passive): Vayne passively deals bonus true damage every third attack based on the enemy’s maximum health.
Diana
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- Origin: Inferno
- Class: Assassin
- Cost: 1
- Ability: Diana creates three orbs that rotate around her and explode when she hits an enemy inflicting 60/100/140 magic damage. In addition, Diana generates a shield that lasts 3 seconds and absorbs the next 150/250/350 of damage she receives.
Ornn
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- Origin: Electric
- Class: Warden
- Cost: 1
- Ability: Lightning Breath — Ornn breathes lightning in a cone in front of him, damaging enemies and increasing their chance to be critically struck for the next few seconds.
Braum
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- Origin: Glacial
- Class: Warden
- Cost: 2
Ability: Unbreakable — Braum raises his shield toward the furthest enemy, reducing incoming damage from that direction and blocking projectiles.
Jax
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- Origin: Light
- Class: Berserker
- Cost: 2
- Ability: Counter Strike — Jax gains 100% dodge chance for the next few seconds, then briefly stuns and damages adjacent enemies.
LeBlanc
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- Origin: Woodland
- Class: Mage/Assassin
- Cost: 2
- Ability: Ether Chains — LeBlanc casts an Ethereal Chains toward a random enemy, inflicting 200/450/700 damage and stunning him for 1.5s after a brief interval.
Rek’Sai
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- Origin: Steel
- Class: Predator
- Cost: 2
- Ability: Furious Bite — Rek’Sai bites her target, dealing true damage.
Syndra
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- Origin: Ocean
- Class: Mage
- Cost: 2
- Ability: Hydro Sphere — Syndra conjures a Hydro Sphere at a target location that damages enemies.
Thresh
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- Origin: Ocean
- Class: Warden
- Cost: 2
- Ability: Deep Sea Passage — Thresh throws his lantern to the lowest-health ally, shielding them and nearby allies for a few seconds.
Varus
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- Origin: Inferno
- Class: Ranger
- Cost: 2
- Ability: Piercing Arrow — Varus charges and fires an arrow, dealing damage to all enemies in a line.
Yasuo
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- Origin: Cloud
- Class: Blademaster
- Cost: 2
- Ability: Last Breath — Yasuo instantly appears next to the enemy with the most items, attacking them multiple times in rapid succession and knocking them up for the duration.
Malzahar
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- Origin: Shadow
- Class: Summoner
- Cost: 2
- Ability: Shadow Swarm — Malzahar creates a portal that spawns minions. More star levels, more minions.
Neeko
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- Origin: Woodland
- Class: Druid
- Cost: 2
- Ability: Blooming Burst — Neeko throws a seed at a random enemy that explodes three times in a larger and larger radius.
Skarner
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- Origin: Crystal
- Class: Predator
- Cost: 2
- Ability: Crystalline Exoskeleton — Skarner shields himself for a few seconds, gaining bonus attack speed while the shield holds.
Volibear
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- Origin: Glacial/Electric
- Class: Berserker
- Cost: 2
- Ability: Thunder Bite — Volibear bites his target, dealing damage. Thunder Bite instantly kills enemies below a certain amount of health, fully restoring Volibear’s mana.
Aatrox
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- Origin: Light
- Class: Blademaster
- Cost: 3
- Ability: The Arclight Blade — Aatrox slams his sword in a circle in front of him, damaging enemies hit.
Azir
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- Origin: Desert
- Class: Summoner
- Cost: 3
- Ability: Arise! — Azir summons an untargetable Sand Soldier near a random enemy that attacks whenever Azir attacks.
Dr. Mundo
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- Origin: Poison
- Class: Berserker
- Cost: 3
- Ability: Adrenaline Shot —Dr Mundo creates a toxic cloud around him for 8 seconds, which deals magic damage at a rate of 40/110/160 + 1.25% of his maximum health to all nearby enemies every second and heals him by 100/150/200% of this value.
Ezreal
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- Origin: Glacial
- Class: Ranger
- Cost: 3
- Ability: Ice Shot — Ezreal fires a shard of ice toward the lowest-health enemy, damaging the first enemy hit and applying on-hit effects.
Kindred
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- Origin: Shadow/Inferno
- Class: Ranger
- Cost: 3
- Ability: Wolf rushes against Kindred’s objective inflicting 150/325/500 of magical damage, while Lamb moves away from the target.
Nautilus
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- Origin: Ocean
- Class: Warden
- Cost: 3
- Ability: Depth Charge — Nautilus sends out a depth charge that seeks out the furthest enemy champion, knocking them up and stunning them for a really long time.
Nocturne
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- Origin: Steel
- Class: Assassin
- Cost: 3
- Ability: Passive — Every third hit of Noctune’s is strengthened and inflicts damage on all nearby enemies, and also restores his health by 75/100/125% of the damage inflicted.
Veigar
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- Origin: Shadow
- Class: Mage
- Cost: 3
- Ability: Primordial Burst — Veigar blasts an enemy with magical energy, dealing damage. Instantly kills enemies at lower star levels than Veigar.
Sivir
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- Origin: Desert
- Class: Blademaster
- Cost: 3
- Ability: Ricochet — Sivir’s attacks temporarily bounce to nearby units.
Sion
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- Origin: Shadow
- Class: Berserker
- Cost: 3
- Ability: Decimating Smash — Sion smashes an area in front of him after a delay, knocking up and damaging enemies.
Soraka
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- Origin: Light
- Class: Mystic
- Cost: 3
- Ability: Equinox — Soraka temporarily calms an area around a random enemy, damaging enemies and preventing them from gaining mana while inside.
Qiyana
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- Origin: Mountain/Cloud/Ocean/Inferno (Note that Qiyana is not all of these at once, she changes origin.)
- Class: Assassin
- Cost: 3
- Ability: Edge of Ixtal — Qiyana dashes to the side of her target and throws a blast of wind through them, damaging and stunning enemies it passes through.
Ashe
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- Origin: Crystal
- Class: Ranger
- Cost: 4
- Ability: Ranger’s Focus — For the next few seconds Ashe gains attack speed and her attacks fire a flurry of arrows, dealing bonus damage.
Annie
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- Origin: Inferno
- Class: Summoner
- Cost: 4
- Ability: Summon Tibbers to deal area damage, Tibbers deals magic damage with his basic attacks.
Janna
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- Origin: Cloud
- Class: Mystic
- Cost: 4
- Ability: Monsoon — Janna knocks back enemies in a large area and channels for a few seconds, continuously healing nearby allies.
Kha’Zix
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- Origin: Desert
- Class: Assassin
- Cost: 4
- Ability: Kha’Zix takes stealth and attacks the enemy with the lowest health after 2/1.25/0.5s, causing Critical Hits automatically and restoring 5/10/15 mana
Malphite
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- Origin: Mountain
- Class: Warden
- Cost: 4
- Ability: Unstoppable Force — Malphite throws himself toward a random enemy, damaging and knocking up nearby enemies when he arrives.
Twitch
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- Origin: Poison
- Class: Ranger
- Cost: 4
- Ability: Spray and Pray — Twitch temporarily gains infinite range and his attacks become piercing bolts that fly through their targets to the end of the board, damaging all enemies they pass through.
Brand
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- Origin: Inferno
- Class: Mage
- Cost: 4
- Ability: Pyroclasm — Brand launches a bouncing fireball, damaging enemies hit.
Yorick
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- Origin: Light
- Class: Summoner
- Cost: 4
- Ability: Shepherd of Souls — Yorick blesses several of his lowest-health allies, reviving them as a Minion of Light when they die. More star levels, more targets.
Olaf
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- Origin: Glacial
- Class: Berserker
- Cost: 4
- Ability: Berserker Rage — For the rest of combat, Olaf gains a large amount of Attack Speed and Lifesteal for a few seconds and becomes immune to crowd control.
Nami
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- Origin: Ocean
- Class: Mystic
- Cost: 5
- Ability: Tidal Wave — Nami sends a massive wave toward a random enemy, damaging and knocking up enemies it passes through and granting allies it passes through bonus magic damage on hit.
Singed
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- Origin: Poison
- Class: Alchemist
- Cost: 5
- Ability: Poison Trail (Passive) — Singed passively leaves a poison cloud behind himself that damages enemies who stand in it.
Taric
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- Origin: Crystal
- Class: Warden
- Cost: 5
- Ability: Cosmic Radiance — After a delay, Taric and all nearby allies become invulnerable for a few seconds.
Zed
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- Origin: Electric
- Class: Assassin/Summoner
- Cost: 5
- Ability: Living Shadow — Zed creates a clone identical to him behind his current target. This clone can also cast Living Shadow, and inherits Zed’s items, attributes, and current life.
Master Yi
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- Origin: Shadow
- Class: Mystic/Blademaster
- Cost: 2
- Ability: Meditate — Master Yi becomes untargetable and significantly heals himself over a few seconds. After channeling, his attacks temporarily deal bonus magic damage on hit.
Lux
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- Origin: Electric OR Inferno OR Glacial OR Crystal OR Wind OR Woodland OR Steel OR Ocean OR Shadow OR Light
- There are ten copies of Lux in each game, one of each of the above elements.
- Class: Avatar
- Cost: 7
- Ability: Final Spark — Lux fires a giant laser that deals massive damage to enemies hit and restores mana based on enemies hit.