Find a list of all the Origins in Teamfight Tactics with their corresponding Bonuses and Champions.
Academy
The Academy sponsors 3 items each game. Copies of sponsored items grant bonus max Health and Damage Amp. Academy units holding sponsored items gain double the amount, plus an additional 5% Health and Damage Amp.
3
2% Health DA; gain 1 sponsored item.
4
3% Health DA; gain 1 sponsored item.
5
4% Health DA; gain 1 sponsored item.
Automata
Automata gain a crystal when they deal damage. At 20 crystals, they blast their current target, dealing magic damage + 20% of damage dealt since the previous blast and reset. They also gain Armor and Magic Resist.
2
125 damage, 20 Armor & MR
4
300 damage, 40 Armor & MR
6
625 damage, 70 Armor & MR
Black Rose
Each Black Rose champion's star level increases Sion's power
3
Summon a chained Sion. He is freed after 5 casts from Black Rose units or when he drops below 65% health.
4
Sion grows stronger and his enemies take more damage from Black Rose units.
5
Sion unleashes dark magic and heals to full Health when freed.
7
When Sion dies, he restores to life with power beyond death!
Chem-Baron
Gain Shimmer after each player combat. If your loss streak is at least 3, gain more. At each stack of 100 Shimmer, the Black Market offers you contraband that only Chem-Barons can use. Chem-Barons gain max Health for each Black Market you pass on.
Conqueror
Conquerors' takedowns grant stacks of Conquest. After gaining enough Conquest, open War Chests full of loot! Conquerors gain Attack Damage and Ability Power, increased by 3% for each War Chest opened.
2
18% AD & AP; 1x Conquest
4
27% AD & AP; 3x Conquest
6
42% AD & AP; 6x Conquest
9
100% AD & AP; 20x Conquest
Emissary
This trait is active only when you have exactly 1 or 4 unique Emissaries. Ambessa: Allies gain 2 Armor and Magic Resist for each opponent defeated. Garen: On Combat Start, Garen and allies to his left and right gain 20% of his max Health. Nami: Allies' attacks grant 2 bonus Mana. Tristana: Allies gain 6% Attack Speed per star level.
1
Gain that Emissary's bonus
4
Gain all bonuses. Emissaries gain 300 Health and 30% DA
Enforcer
Combat Start: Enforcers gain Shield and Damage Amp. The highest Health enemy units become WANTED! When a Wanted enemy dies, Enforcers gain 30% Attack Speed.
2
1 units; 15% Health, 12% DA
4
2 units; 25% Health, 25% DA
6
4 units; 40% Health, 40% DA
8
6 units; 55% Health, 60% DA
10
ALL enemies; 100% Health, 150% DA; Combat Start: Confiscate all enemy items!
Experiment
Gain Laboratory hexes on your board. Combat start: Experiments standing on Laboratory hexes gain the Experiment bonuses of all Experiments on Laboratory hexes, plus max Health.
3
2 Laboratories, 100 Health
5
3 Laboratories, 200 Health
7
Experiment bonuses increase by 100%!
Family
Family members support each other, reducing their max Mana and gaining extra bonuses.
5
40% reduction, heist on topside! After combat, progress the heist, increased for each surviving family member!
Firelight
Every 6 seconds, Firelights dash. While dashing, they attack with infinite range and heal a percentage of the damage taken since their last dash.
4
45% of damage taken. While dashing, gain a massive burst of Attack Speed.
High Roller
1
When casting, Sevika rolls a random Jinx modification to her Ability and gains 80% Durability for 1.50 seconds. Mods: - Rocket: Launch 8 rockets that deal 100 physical damage each - Shield: Gain 500 Shield for 4 seconds - Coin: Gain 3 gold - Triple: Enhance her rolled ability!
Junker King
1
Every 3 rounds, open an armory to purchase permanent upgrades to your strongest Rumble's mech.
Rebel
Rebels gain 12% max Health. After your team loses 30% of their Health, a smoke signal appears, granting Rebels 60% Attack Speed for 4 seconds and extra power for the rest of combat.
7
45% AD & AP, 20% Health, and Stun all enemies for 2 seconds
10
The smoke signal triggers at Combat Start and every 6 seconds.
Scrap
Combat start: Components held by Scrap units temporarily turn into full items. Scrap units gain Shield for 30 seconds for each component held by your team, including those that make up a full item.
6
All components, and full items become lucky! 65 Shield
9
Generate Radiant items! 70 Shield
Academy
The Academy sponsors 3 items each game. Copies of sponsored items grant bonus max Health and Damage Amp. Academy units holding sponsored items gain double the amount, plus an additional 5% Health and Damage Amp.
3
2% Health DA; gain 1 sponsored item.
4
3% Health DA; gain 1 sponsored item.
5
4% Health DA; gain 1 sponsored item.
Automata
Automata gain a crystal when they deal damage. At 20 crystals, they blast their current target, dealing magic damage + 20% of damage dealt since the previous blast and reset. They also gain Armor and Magic Resist.
2
125 damage, 20 Armor & MR
4
300 damage, 40 Armor & MR
6
625 damage, 70 Armor & MR
Black Rose
Each Black Rose champion's star level increases Sion's power
3
Summon a chained Sion. He is freed after 5 casts from Black Rose units or when he drops below 65% health.
4
Sion grows stronger and his enemies take more damage from Black Rose units.
5
Sion unleashes dark magic and heals to full Health when freed.
7
When Sion dies, he restores to life with power beyond death!
Chem-Baron
Gain Shimmer after each player combat. If your loss streak is at least 3, gain more. At each stack of 100 Shimmer, the Black Market offers you contraband that only Chem-Barons can use. Chem-Barons gain max Health for each Black Market you pass on.
Conqueror
Conquerors' takedowns grant stacks of Conquest. After gaining enough Conquest, open War Chests full of loot! Conquerors gain Attack Damage and Ability Power, increased by 3% for each War Chest opened.
2
18% AD & AP; 1x Conquest
4
27% AD & AP; 3x Conquest
6
42% AD & AP; 6x Conquest
9
100% AD & AP; 20x Conquest
Emissary
This trait is active only when you have exactly 1 or 4 unique Emissaries. Ambessa: Allies gain 2 Armor and Magic Resist for each opponent defeated. Garen: On Combat Start, Garen and allies to his left and right gain 20% of his max Health. Nami: Allies' attacks grant 2 bonus Mana. Tristana: Allies gain 6% Attack Speed per star level.
1
Gain that Emissary's bonus
4
Gain all bonuses. Emissaries gain 300 Health and 30% DA
Enforcer
Combat Start: Enforcers gain Shield and Damage Amp. The highest Health enemy units become WANTED! When a Wanted enemy dies, Enforcers gain 30% Attack Speed.
2
1 units; 15% Health, 12% DA
4
2 units; 25% Health, 25% DA
6
4 units; 40% Health, 40% DA
8
6 units; 55% Health, 60% DA
10
ALL enemies; 100% Health, 150% DA; Combat Start: Confiscate all enemy items!
Experiment
Gain Laboratory hexes on your board. Combat start: Experiments standing on Laboratory hexes gain the Experiment bonuses of all Experiments on Laboratory hexes, plus max Health.
3
2 Laboratories, 100 Health
5
3 Laboratories, 200 Health
7
Experiment bonuses increase by 100%!
Family
Family members support each other, reducing their max Mana and gaining extra bonuses.
5
40% reduction, heist on topside! After combat, progress the heist, increased for each surviving family member!
Firelight
Every 6 seconds, Firelights dash. While dashing, they attack with infinite range and heal a percentage of the damage taken since their last dash.
4
45% of damage taken. While dashing, gain a massive burst of Attack Speed.
High Roller
1
When casting, Sevika rolls a random Jinx modification to her Ability and gains 80% Durability for 1.50 seconds. Mods: - Rocket: Launch 8 rockets that deal 100 physical damage each - Shield: Gain 500 Shield for 4 seconds - Coin: Gain 3 gold - Triple: Enhance her rolled ability!
Junker King
1
Every 3 rounds, open an armory to purchase permanent upgrades to your strongest Rumble's mech.
Rebel
Rebels gain 12% max Health. After your team loses 30% of their Health, a smoke signal appears, granting Rebels 60% Attack Speed for 4 seconds and extra power for the rest of combat.
7
45% AD & AP, 20% Health, and Stun all enemies for 2 seconds
10
The smoke signal triggers at Combat Start and every 6 seconds.
Scrap
Combat start: Components held by Scrap units temporarily turn into full items. Scrap units gain Shield for 30 seconds for each component held by your team, including those that make up a full item.
6
All components, and full items become lucky! 65 Shield
9
Generate Radiant items! 70 Shield