Find a list of all the Classes in Teamfight Tactics with their corresponding Bonuses and Champions.

A.M.P.
A.M.P. champions upgrade their abilities in unique ways with Amp. They also gain Health.

Bastion
Your team gains 10 Armor and Magic Resist. Bastions gain more. For the first 10 seconds of combat, Bastions increase their bonus by 100%.
6
90 Armor & MR Non-Bastions gain an additional 40 Armor & MR.

Bruiser
Your team gains 100 Health. Bruisers gain more.

Dynamo
Every 3 seconds, your team gains Mana. Dynamos gain 100% more.

Executioner
Executioner Abilities can critically strike. They also gain bonus Critical Strike Chance and Critical Strike Damage. If the target's Health is below 30%, the bonus Critical Strike Damage is doubled.
5
55% Crit, 25% CritMult; also gain 15% Durability

Marksman
Marksmen gain Attack Damage. After 8 seconds of combat, they increase their bonus by 100%.

Rapidfire
Your team gains 10% Attack Speed. Rapidfire champions gain more on each attack, stacking up to 10 times.

Slayer
Slayers gain Attack Damage and Omnivamp. Overhealing heals the lowest percent Health Slayer for 50% of the excess amount.

Strategist
Combat Start: Allies in the back 2 rows gain Damage Amp. Allies in the front 2 rows gain Durability. Strategists get triple.

Techie
Techies gain Ability Power. Enemies hit by their abilities deal 10% less damage for 3 seconds.
8
110 AP Enemies hit deal 18% less damage.

Vanguard
Vanguards gain 10% Durability while Shielded. Combat start and 50% Health: Gain a max Health Shield for 10 seconds.
6
40% max Health; 20% DR while Shielded

A.M.P.

Bastion
6
90 Armor & MR Non-Bastions gain an additional 40 Armor & MR.

Bruiser

Dynamo

Executioner
5
55% Crit, 25% CritMult; also gain 15% Durability

Marksman

Rapidfire

Slayer

Strategist

Techie
8
110 AP Enemies hit deal 18% less damage.

Vanguard
6
40% max Health; 20% DR while Shielded