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TFT: The new classes and origins of Set 10

 The many new classes and origins of TFT Set 10 have been revealed! Find all the details and the champions that make them up.


Teamfight Tactics Set 10 releases Tuesday, November 21 on live servers. It brings with it 29 new classes and origins. Here is all the information on what they do and the champions who make them up.


For more information on TFT Set 10, don't hesitate to take a look at the new champions or the new Headliner mechanic. For more information on the champions, click on their images to access their files.


The new origins of TFT Set 10

8-bit

Gain 5% attack damage and start keeping score. When your team deals damage, your score increases. For every score record you break, 8-bit champions gain more attack damage.


  • (2) 1.8% per score beaten
  • (4) 3% per score beaten
  • (6) 5% per score beaten and unlocks a grand prize by reaching the highest score

8-bit

8-bit

8-bit

8-bit

Country

When your team loses a percentage of its HP, a Warhorse charges onto the board and strengthens your team. Each star level of Country champions increases their HP and attack damage.


  • (3) Warhorse
  • (5) Midnight Warhorse
  • (7) Inferno Summoning Warhorse
Country

Country

Country

Country

Country

Disco

Earn a placeable Disco Ball. At the start of the fight and every few seconds, champions who started the fight next to her gain bonus attack speed and are healed for a percentage of their max HP.


  • (3) 5% attack speed, 2% healing
  • (4) 10% attack speed, 3% healing
  • (5) Gain a second Disco Ball; 15% attack speed, 5% healing
  • (6) 25% attack speed, 7% healing
Disco

Disco

Disco

Disco

Disco

EDM

Use the EDM selector to sample a champion.

Periodically, EDM champions transform into the sampled champions, copying their attack damage and power and casting their spell.

  • (3) 75% of stats
  • (4) Bonus activates 1 second more often, 89% of stats
  • (5) Bonus activates 2 seconds more often, 111% of stats
EDM

EDM

EDM

EDM

Emo

Emo champions have a reduced maximum mana. Every time an ally dies, Emo champions gain mana.


  • (2) -20% max mana, +10 mana gained
  • (4) -25% max mana, +30 mana gained
  • (6) -35% max mana, +40 mana gained. Emos gain 50 power
Emo

Emo

Emo

Emo

Heartsteel

Earn hearts by killing enemies. Earn even more by losing player battles. Every 4 player battles, converts earned Hearts into powerful rewards!


The number of hearts you earn increases for each HEARTSTEEL member in play.


  • (3) 1x Heart
  • (5) 2.5x Heart
  • (7) 5.5x Heart
  • (9) 10x Heart
Heartsteel

Heartsteel

Heartsteel

Heartsteel

Heartsteel

Heartsteel

Hyperpop

Hyperpop champions grant mana and a few seconds of attack speed to the closest allies after casting their spell.


  • (1) 3 mana and 10% attack speed
  • (2) 5 mana and 20% attack speed
  • (4) 8 mana and 40% attack speed
Hyperpop

Hyperpop


ILLBEATS

 (1) Gain 2/2/8 placeable Spirit Tentacles, based on Illaoi's star level. Tentacles benefit from Illaoi's armor and magic resistance bonuses.

ILLBEATS


Jazz

Your team gains bonus HP and deals bonus damage for each active non-unique trait.

  • (2) 1% HP, 0% damage
  • (3) 2% HP, 1% damage
  • (4) 5% HP, 2% damage
Jazz

Jazz

Jazz


K/DA

All units that begin combat in lit hexes gain bonus HP, power, and attack damage. K/DA champions go all out, which doubles these bonuses.

  • (3) +10% HP and AD, +10 power
  • (5) +15% HP and AD, +15 power
  • (7) +23% HP and AD, +24 power
  • (10) +50% HP and AD, + 80 power

Your lit hexagon pattern changes with each game.

Your lit hexagon pattern changes with each game

K/DA

K/DA

K/DA

K/DA

K/DA

K/DA

K/DA

Maestro

(1) Jhin has an attack speed of 0.9 and converts 1% attack speed bonus into 0.5% attack damage. 


When he sets the pace, Jhin's guns fire at the same rate and he gains 10 Mana per volley. Every fourth volley deals 200% damage.

Maestro

Mixmaster

(1) The Mixmaster chooses its fate when it is placed on the board. Each version has a passive effect that replaces its basic attacks and an active effect.


Mixmaster

Pentakill

Pentakill champions deal more damage and reduce damage taken by 15%. When an enemy champion dies, it empowers a Pentakill champion, increasing its damage bonus.


The 5th kill empowers all Pentakill champions and your team gains attack speed.


  • (3) 11% bonus damage
  • (5) 25% bonus damage
  • (7) 40% bonus damage
  • (10) 100% bonus damage, +35% damage reduction
Pentakill

Pentakill

Pentakill

Pentakill

Pentakill

Pentakill

Pentakill

Punk

Your Punk champions gain bonus HP and attack damage. This bonus is increased by 1% each time you spend gold on a Shop Refresh.


After the Punks have fought, your first refresh of the shop costs 1 gold and increases the bonus by 3% instead of 1%.


  • (2) +180 and +18% 
  • (4) +280 and +28% 
  • (6) +450 and +44%
Punk

Punk

Punk

Punk

True Damage

True Damage champions deal bonus true damage. True Damage champions who hold an item benefit from a unique Bling-Bonus bonus on their spell.


  • (2) 11% damage
  • (4) 20% damage
  • (6) 30% damage
  • (9) 80% damage
True Damage

True Damage

True Damage

True Damage

True Damage

True Damage


Wildcard

(1) If you win the fight with Kayn, he becomes the Shadow Assassin. Otherwise, Rhaast takes over. Every time he kills 2 enemy champions, you earn a reward based on his form:

  • Shadow Assassin: 3 gold
  • Rhaast: 1 tactician VP
Wildcard


The new classes of Set 10 of TFT

Big Shot

Big Shot champions gain attack damage. This bonus is increased by 400% for 3 seconds when they use their spell.

  • (2) 10% AD
  • (4) 15% AD
  • (6) 20% AD
Big Shot

Big Shot

Big Shot

Big Shot

Big Shot

Breakout

(1) Akali is a member of K/DA or True Damage depending on which trait has the most champions on your board. She gains a different ability depending on the form she takes.

Breakout

Breakout

Bruiser

Your units gain 100 VP. Fighters gain as many additional life points as possible.

(2) +20% max 
(4) +40% max 
(6) +80% max 

Bruiser

Bruiser

Bruiser

Bruiser

Bruiser

Bruiser

Crowd Diver

Crowd Divers deal bonus damage that increases every second.

When Crowd Divers die, they jump to the furthest enemy, dealing magic damage and stunning enemies in the area of ​​effect for a few seconds.

  • (2) 5% bonus damage
  • (4) 20% bonus damage
  • (6) 40% bonus damage
Crowd Diver

Crowd Diver

Crowd Diver

Crowd Diver

Crowd Diver

Crowd Diver

Dazzler

Dazzlers spells dazzle enemies for 2 seconds, reducing the target's damage by 25% and dealing a percentage of the spell's damage as bonus magic damage for the duration of the dazzle.


  • (2) 20% magic damage
  • (4) 40% magic damage
  • (6) 64% magic damage
Dazzler

Dazzler

Dazzler

Dazzler

Dazzler

Edgelord

Edgelord champions gain attack speed. When their target falls below a maximum HP percentage, the attack speed gained is doubled. Melee Edgelords also pass through them on their next attack, passing behind their target. 


  • (3) 25% attack speed
  • (5) 40% attack speed
  • (7) 75% attack speed
Edgelord

Edgelord

Edgelord

Edgelord

Edgelord

Edgelord

Executioner

Executioners' abilities can deal with critical hits, and they gain a critical damage bonus. As their targets lose HP, their critical strike chance increases.

  • (2) 15% to 15% critical chance 
  • (4) 25% to 35% critical chance
  • (6) 55% to 75% critical chance
Executioner

Executioner

Executioner

Executioner

Executioner

Executioner

Guardian

Once per fight at 50% HP, Guardians protect themselves and their closest ally with a shield based on their maximum HP.


  • (2) 30% of max HP
  • (4) 50% of max HP
  • (6) 70% of max HP
Guardian

Guardian

Guardian

Guardian

Guardian

Guardian

Guardian

Executioner

Executioners' abilities can deal with critical hits, and they gain a critical damage bonus. As their targets lose HP, their critical strike chance increases.

  • (2) 15% to 15% critical chance 
  • (4) 25% to 35% critical chance
  • (6) 55% to 75% critical chance
Executioner

Executioner

Executioner

Executioner

Executioner

Executioner

Guardian

Once per fight at 50% HP, Guardians protect themselves and their closest ally with a shield based on their maximum HP.


  • (2) 30% of max HP
  • (4) 50% of max HP
  • (6) 70% of max HP
Guardian

Guardian

Guardian

Guardian

Guardian

Guardian

Guardian

Mosher

Moshers gain attack speed and omnivampirism, increased based on their missing HP. 


  • (2) 20% attack speed, 10% Omnivampirism
  • (4) 30% attack speed, 15% Omnivampirism
  • (6) 50% attack speed, 20% Omnivampirism

Omnivampirism: Heals for a percentage of the damage inflicted.

Mosher

Mosher

Mosher

Mosher

Mosher

Mosher

Mosher

Rapidfire

Your units gain attack speed.

Rapidfires gain more each time they attack, up to 10 times.

  • (2) 3% per attack
  • (4) 7% per attack
  • (6) 11% per attack
Rapidfire

Rapidfire

Rapidfire

Rapidfire

Rapidfire

Sentinel

Your team gains armor and magic resistance. The Sentinels win double.


  • (2) +18 armor and magic resistance
  • (4) +35 armor and magic resistance
  • (6) +60 armor and magic resistance
  • (8) +125 armor and magic resistance
Sentinel

Sentinel

Sentinel

Sentinel

Sentinel

Sentinel

Spellweaver

Your team gains power. The Spellweavers gain even more. 

Every time a Spellweaver casts a spell, all Spellweavers gain power. 

  • (3) 20 power, +1 per spell
  • (5) 35 power +1 per spell
  • (7) 50 power, +2 per spell
  • (10) 100 power, +5 per spell
Spellweaver

Spellweaver

Spellweaver

Spellweaver

Spellweaver

Spellweaver

Spellweaver

Superfan

Superfans improve your Headliner!

  •  (3) Your Headliner gets a completed item
  •  (4) Your Headliner gets bonus HP and omnivampirism
  •  (5) The upgraded item is a radiant item
Superfan

Superfan

Superfan

Superfan

Please note that the figures in the article were noted during the testing phase, and may have been modified in the meantime.

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