
Space Gods is Teamfight Tactics Set 17, bringing a more focused and choice-driven twist to the game. This time, your journey is shaped by the gods themselves, as each match presents powerful offerings that can define your entire strategy. By repeatedly aligning with a single god, you unlock unique boons that evolve throughout the game, rewarding commitment and smart decision-making.
On cast, cycle through one of the following abilities: Slash in a line, dealing 150/225/2400 + 20/30/100 physical damage to enemies hit and 20% Sundering them for 4 seconds. Swipe in a cone, dealing 150/225/2400 + 20/30/100
physical damage to enemies hit and knocking them up for 1 second. Slam on target, dealing 150/225/2400 + 20/30/100
physical damage in a 1 hex circle. Targets below 15% max Health are executed.
Leap to the furthest enemy within 3 hexes. For 4 seconds gain increased Move Speed, 30% Attack Damage, and 3 decaying Attack Speed.
Fire a bullet towards the farthest enemy, dealing 475/715/1105 + 40/60/100 physical damage to the first enemy it hits. If they die, the bullet ricochets, dealing excess damage to the next enemy hit.
Restore 180/200/250 Health and rupture a 2 hex circle beneath target. After a brief delay, enemies within are knocked up for 1.5 seconds and take 5% + 45/75/110
magic damage.
Passive: Reduce instances of incoming damage by 15/40/80 . Active: Call down sun beams on the 3 nearest enemies, Stunning them for 1 second and dealing 90/130/220
magic damage. Wound and 1% Burn them for 4 seconds. Wound: Reduce healing received by 33% Burn: Deal a percent of the target's max Health as true damage every second
Encase target in ice, Stunning them for 1.5 seconds and dealing 275/415/2500 magic damage. All enemies within 2 hexes of them split 440/660/2800
magic damage. If the target dies, shards fly out and split excess damage between the 2 nearest enemies. Chilled enemies take 12% more damage from this ability. Chill: Reduce Attack Speed
Steal 500/650/3000 Health split between the 4/4/8 nearest enemies. For 8 seconds, gain 30 Armor and Magic Resist and deal 1.5/1.5/12%
magic damage to adjacent enemies each second.
Gain 300/375/450 Shield for 4 seconds and deal 70/105/165
physical damage to target. After a delay, briefly knock them up and deal the damage again. Bucklers fly out from the target, granting 2 nearby allies 30% of the Shield gained.
Dash to the furthest enemy within 3 hexes and deal 140/210/315 + 20/30/45 physical damage to them. The next 3 attacks hit adjacent enemies and deal 100/150/225
physical damage.
Shoot the closest unpoisoned enemy, dealing 125/185/285 magic damage and poisoning them for 8 seconds. Poisoned enemies take 30/45/70
magic damage each second.
Passive: Attacks deal 30/45/70 bonus magic damage. After every 3rd attack, throw 3 cards in a cone that deal 70/105/160
magic damage, reduced by 50% for each enemy they pass through. Partners in Crime: When you field Graves and Twisted Fate, both gain bonuses. Partners in Crime: Twisted Fate's ability marks targets for Graves. When Graves kills a marked target, gain 10% Ability Power until end of combat.
Passive: Gain 50% more Ability Power from all sources. Active: Call down a storm of 12/12/24 meteors across the battlefield that deal 60/90/135 magic damage each. They can innately critically strike. For each one that kills an enemy, permanently gain 1 Ability Power.
Passive: On takedown, gain 70/70/200% stacking Attack Speed that decays over 3 seconds. Active: Deal 150/225/900 physical damage in a 2 hex radius and transform for the rest of combat. While transformed, gain 33/33/133%
Attack Speed, 33% max Health, and increased Move Speed. Attacks deal 15/25/100 bonus true damage, increased by 3/5/25 for each time the same enemy is hit.
Dash around target and snip (Souls) times, dealing 45/68/105 magic damage to them and 20/30/50
damage to all other enemies in a cone.
Passive: After attacking 18/18/16 times, switch to Fishbones. While equipped, attacks are replaced with 3 rockets that target random enemies and deal 36/54/92 + 4/6/9 physical damage.
Launch a fuemigo at target that bounces 3 times, dealing 180/270/420 magic damage to enemies hit. The last bounce deals 160/240/375
magic damage to enemies in a 1 hex radius.
Passive: Damaging an enemy applies 30% Shred for 6 seconds. Active: Kick 2 bubbles at nearby enemies, dealing 330/500/825 magic damage and 30% Chilling them for 3 seconds. Sunder: Reduce Magic Resist Chill: Reduce Attack Speed
Passive: Ability damage from your strongest Leona and strongest Diana marks enemies as Moonlit, reducing their damage by 10%. Active: Gain 200/250/300 Shield for 2 seconds. Unleash a bolt of lunar energy at the farthest non-Moonlit enemy within 4 hexes, dealing 165/250/500
magic damage. Then, dash to all Moonlit enemies, dealing 150/225/1250
magic damage to them.
Become briefly untargetable, then jump to the farthest enemy within 4 hexes and deal 75/115/300 magic damage to adjacent enemies. For the next 4 attacks, gain 50% Attack Speed and deal 70/105/450
bonus magic damage on hit.
Restore 200/240/280 + 7% Health and slam a tentacle, dealing 180/270/405
physical damage to enemies in a line.
Dash away from all enemies, then fire 15/15/25 missiles split across the 4 nearest enemies. Each missile deals 38/57/120 + 6/9/20 physical damage.
Deal 280/420/630 magic damage to target and make them dance for 2 seconds. The projectile then bounces to the nearest target, dealing 120/180/270
magic damage.
Passive: Attacks ricochet to the highest current Health enemy, dealing 50% damage. Active: Fire waves of bullets that land on the 2 nearest enemies. The first wave deals 115/175/600 + 15/25/70 physical damage and the rest deal 115/175/600 + 15/25/70
physical damage. Every 3rd cast, increase the number of waves by 1.
Summon an elemental from behind the farthest enemy. It 20% Chills enemies hit for 3 seconds and deals 100/150/3000 magic damage to them. When it arrives, headbutt it and redirect it toward another distant enemy, dealing 150/225/4500
magic damage instead. Chill: Reduce Attack Speed
Passive: After dealing ability damage to an enemy, gain Stardust. Stadust makes The Skies Descend more powerful. Active: Crash a star on target, dealing 400/600/5000 magic damage in a 2 hex radius. Stardust Upgrades: 20: Create a shockwave that deals 50/75/1000
additional magic damage in a 3 Hex radius. 60: The star crash deals 12% more damage. 100: Shockwave increases to a 4 hex radius. 175: Knock up targets in the star crash for 2 seconds. 250: Shockwave increases to 10 radius. 400: The star crash deals 25% bonus true damage. 600: Also call down a meteor storm that deals 1000/1500/9999
magic damage split between living enemies. 1199: Summon a black hole at the epicenter, instantly killing enemies within.
Dash, then create a 2-hex radius zone for 2.5/2.5/99 seconds that prevents allies within from dying. While active, double current Attack Speed and on attack, fire a secondary arrow at a nearby enemy that deals 25/38/999 physical damage. When the zone ends, heal all allies for 8%
of damage dealt while it was up and dash away.
Summon 3 dashing mirror images that strike the target and up to other nearby enemies. The target takes 250/375/580 magic damage and is Stunned for 1 second, while other units hit take 140/210/325
magic damage.
Devour target for 2.5 seconds, dealing 850/1275/30000 magic damage and making them immune to other sources of damage. During this time, gain 30% Durability. If they are immune to crowd control, deal 600/900/20000
magic damage instead. If they die while devoured, spit out a random component they were holding or the unit's cost in gold. Otherwise, spit them towards the farthest enemy, briefly Stunning targets on impact.
Launch 6 Meeps at nearby enemies that deal 105/160/240 magic damage. Add an additional Meep for each 3-star unit on your board.
Gain 325/400/500 Shield for 4 seconds and deal 1.4/2.1/3.15
magic damage to all enemies within 1 hex.
Passive: Attacks fire in a cone on target, dealing 45% damage to other enemies hit. Active: Fire an explosive shell at target, dealing 170/255/385 + 20/30/45 physical damage split among enemies in a 1 hex circle. Partners in Crime: When you field Graves and Twisted Fate, both gain bonuses. Partners in Crime: Your strongest Twisted Fate's ability marks targets for your strongest Graves. Graves gains 2% stacking Attack Speed when attacking marked targets.
For the next 4 attacks, gain infinite range and replace attacks with a cannon shot. Cannon shots deal 125/190/280 + 15/22/34 physical damage. The 4th shot deals 1.44% more damage.
Grant 250/325/425 Shield to this unit and a nearby damaged ally for 4 seconds.
Deal 120/180/270 magic damage to 2 nearby enemies and restore 40/50/80
Health to the lowest Health ally.