Our Teamfight Tactics Champions Tier List ranks the best unit options in the game! This guide features a full list of champions ranked to make it easier for you to make your decisions when selecting different units and synergies in TFT.
In this article, I aim to provide you with my current tier list for champions in Teamfight Tactics as well as offer some insight into the tiers themselves, explaining in more depth about each individual S-Tier champion and why I’ve placed them in the S-Tier.
To preface this list, it is very generalized and some champions would definitely belong in different places depending on optimal item and/or composition builds. The biggest factor of weighing into these rankings is their strength at 2 stars with minimal items, but other factors are partly weighed in as well. For example, a perfect item 3 Star Graves might jump to A-Tier or even S-Tier in a very specific Gunslinger/Blademaster composition. However, as a base 2-star unit with one or no synergy units, he is going to be one of the worst units in the game, and a unit you will only want for his synergies.
Teamfight Tactics Tier List
S-Tier units are going to be the units you’re probably going to want at least one, if not multiple, in the majority of your games. These units are some of the strongest units in the game based off of either their CC (crowd control) potential or the damage output combined with the fact that they also have strong synergies with their Origin, Class, or both.
S Tier units are Sejuani, Cho'gath, Draven, Brand, Gnar, Aurelion Sol.
Arguably the best CC unit in the game, Sejuani has a place in almost every composition. It’s not uncommon to pick Sejuani even without utilizing any of her synergies. The power of a huge area of effect crowd control for 4 seconds if she’s 2 star, is insanely strong. This is similar to the CC potential of Cho’gath, however, I would almost always prioritize Sejuani due to her Ultimate animation cast taking less time than Cho’gath. This means that unless she gets mana burned by Demons or Kassadin, she’ll most likely be able to cast her ultimate before dying, even without items.
Sejuani excels in Glacial-Ranger-Elementalist compositions, due to her being one of the only front line units in those strategies, and locking the enemy team comp down in CC so that the damage dealers quickly can clean them up, often times before they even get out of Sejuani’s stun.
Optimal items on Sejuani are Spear of Shojin, Frozen Heart, Phantom Dancer in that order.
Cho’gath functions very similar to Sejuani, providing massive CC capability to potentially the whole enemy team. Cho'gaths CC however, doesn’t last for as long as Sejuanis, only lasting 2.25 seconds at 2 stars as opposed to 4 seconds of Sejuani. The only upsides are that Cho’gaths CC deals a bit more damage, and after casting, will activate slightly faster than Sejuanis.
Cho’gath excels in Void/Assassin or Brawler compositions, due to void synergy being so powerful with assassins, and the massive HP pool the enemy will have to go through to stop him. Often times in Void/Assassin compositions, You will have Rek'sai and Cho'gath being 2 out of 3 of your voids, and both providing each other with additional HP through the brawler Synergy.
Optimal Items on Cho'gath are Frozen Heart, Morellonomicon, and Warmog’s Armor, in that order.
Draven is by far one of the best damage dealers in the game. The only potential issue is that you’ll likely have to transition your composition to fit him in later, and transfer damage items from another carry onto him. If you’re prepared to find a Draven and incorporate him into your composition, this shouldn’t be an issue. Proper items are a must for your Draven, and you need at least two in order for Draven to remain a threat in the late game. You also must have at least one other Imperial on the field for the Imperial buff, and if you’re able to find a Swain, you will want to try to fit all of them into your composition for the 4 Imperial buff.
Draven excels in a wide variety of compositions, as long as he has a lot of front line units (preferably some with CC potential) protecting him and he has one other Imperial in your composition. Often Draven is okay as your only main damage dealer, but you may want to consider having one other, provided you also have the items for it. A three item, 2-star Draven will oftentimes be enough to win you the game on his own, with no other heavy damage threats.
Optimal Items on Draven are Rapidfire Cannon, Bloodthirster, and either Dragon’s Claw, or Phantom Dancer for the last item, depending on enemy compositions.
Similarly to Draven, Brand is another huge damage dealer that you will need to later transition your composition into incorporating in the mid-game. You’re going to need at least a couple items on Brand in order for him to be powerful enough to potentially carry fights on his own. What makes Brand especially strong currently are his synergies. Running 2 Demons isn’t too hard to pull off, and if Brand is in the back auto-attacking the enemy front line CC units, he will have a 40% chance to burn their mana, limiting their effectiveness greatly. Elementalists are also one of the strongest Classes in the game currently because summoning a 2,500 health tank as a free extra unit is undoubtedly pretty powerful.
Brand excels in any composition where you have the space to include Elementalists. Some of the best ones are Ranger, Glacial, Elementalists and Imperial Elementalists. You can stick them into various other compositions however, and they will remain strong.
Optimal Items on Brand are Rapidfire Cannon, Spear of Shojin, Seraph’s Embrace, Guinsoo’s Rageblade in that order.
Gnar is a unit unlike many other. He has the ability to displace the enemy team as well as CCing them, while simultaneously becoming a huge health bar for the enemy to deal with as he transforms. The damage and utility of Gnar’s transformation is what lands him at the S-Tier. With a couple of defensive items, Gnar will almost always be able to transform, and allow the rest of your team to clean up what remains of the enemy's team.
Gnar excels in Wild/Sorcerer compositions as well as any composition that utilizes Shapeshifters. Wild/Sorcerer is still one of the strongest compositions in the game, and often utilizes Shapeshifters as part of their optimal lineup.
Optimal items on Gnar are Dragon’s Claw, Phantom Dancer, Titanic Hydra in that order. If you have a spare Spatula and Rod, you may want to consider making Gnar a Sorcerer. This will increase his mana generation while auto-attacking, and will allow him to transform sooner, which in turn displaces/CC’s the enemy team faster.
Aurelion Sol is a unique high threat damage dealer due to the fact that he is able to burst down multiple clumped enemies at the same time. His ultimate range and width is insanely large, allowing him to cleave the entire enemy team down if you have the proper composition to compliment him.
Aurelion Sol excels in Wild/Sorcerer Compositions, but also can function in Sorcerer compositions without Wilds in them. Aurelion will be your main damage threat and as long as you have at least two items on him you will not need another high damage dealer. Aurelion Sol will do the vast majority of the heavy lifting, especially in the Wild/Sorcerer Composition.
Optimal items on Aurelion Sol are Rapidfire Cannon, Spear of Shojin, Rabadon’s Deathcap in that order.
A-Tier units are going to be pretty strong, just not quite as strong as the S-Tier units. These units may be able to be your only carry unit if you equip them with the proper items, but even if you don’t, they'll generally be some of the stronger units for their cost value.
- Miss Fortune
B-Tier units are generally going to be decent, and may be very strong at the early to mid-game, but they’re more likely to get outscaled by stronger units as the game continues. There are situations where these units might be the key damage dealers or key parts of your composition, but these situations are going to be infrequent.
C-Tier units may have moments where they shine, but those moments are few and far between. It’s possible for some of these units to shine in the mid-game with the correct items, but committing many items to these units (unless you’ve gotten very lucky and have an abundance of items) often will result in getting outscaled by your opponent's higher tier units with items. These units also will only want to be played to get a benefit out of their synergies. The C-Tier has no units that are especially strong on their own without synergies.
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D-Tier units on their own are not very strong, and will only be played for synergies. However, what lands these units in the D-Tier is the fact that they’re very easily replaceable by stronger units with the same synergies.
F-Tier units are very similar to D-Tier units in the fact that you only want to pick them for synergies, but even then, the base power level of these units are some of the weakest in the game. The only unit that is an exception to the F-Tier on occasion is Graves. As I alluded to in the introduction, he may turn into an A-Tier or stronger unit when he is played with very specific items and synergies, but over-committing to this strategy is very punishing and may just lose you the game if you’re unlucky.