
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.
Heal , then deal
physical damage to the current target. N.O.V.A. Strike: Cleave the battlefield, briefly knocking up all enemies and dealing
physical damage.
Passive: For every % missing Health, gain Attack Speed. Active: Deal
physical damage to the target and
if they're a tank.
Passive: Attacks have a Lucky chance to fire an empowered Headshot, dealing physical damage. N.O.V.A. Strike: Mark all enemies, increasing damage taken. The first time marked targets drop below % Health, Headshot them for
physical damage. Lucky: Check twice and take the better outcome.
Deal magic damage to the lowest Health enemy in range and permanently gain maximum Health. If this kills them, devour them and permanently gain maximum Health instead.
Active: Fire a blast at the current target that deals physical damage. Every X takedowns, gain a drone that deals
physical damage to the current target on cast.
Gain Shield for 4 seconds. Bash the current target, dealing
magic damage and stunning them for X seconds.
Hurl a dagger towards the current target, dealing magic damage to the first target it hits. After hitting its initial target or at its final destination, the dagger explodes dealing
magic damage to nearby targets.
Transform for X seconds, temporarily gaining max Health and dealing magic damage to adjacent enemies each second. While transformed, Nasus is in the Groove.
Gain Shield for X seconds. For the duration, allies within two hexes gain
Armor and Magic Resistance. Meep Bonus: Meeps grant
Shield to the nearest
allies for X seconds.
Heal , then briefly knock up adjacent enemies and deal
magic damage.
Stab the target, causing them to bleed for physical damage over X seconds. After the attack, leap to the highest percent Health enemy within X hexes.
Passive: Attacks deal bonus magic damage and an additional
stacking magic damage over X seconds. While an enemy has X or more stacks, Teemo is in the Groove. Active: Gain Attack Speed for X attacks.
Draw a card with a value between 1 and 9 by Lucky chance, then throw it at the target. Based on the card drawn, deal between and
magic damage. Overkill damage bounces to the nearest enemy. Lucky: Check twice and take the better outcome.
Call down a Meepteor on the target that deals magic damage. Meep Bonus: An additional
mini Meepteor is called down on nearby targets dealing magic damage each.
Reposition next to the target to strike the most enemies. Then throw piercing kunai, each dealing physical damage to the first enemy hit, reduced
for subsequent targets. Kunai remove Armor, increased if they crit. N.O.V.A. Strike: Slice all enemies, applying Wound and a bleed that deals
physical damage each second for the rest of combat. Kunai increase the damage of the bleed.
Unleash a flurry of slashes at the current target over X seconds, dealing
physical damage each.
Passive: Every 5th attack, launch a returning boomerang at the target that travels two hexes past the first enemy it hits. It deals physical damage, reduced per hit. Meep Bonus:
Meeps attack alongside Gnar, dealing (AD & AS) physical damage per second.
Heal over X seconds. Then, deal
magic damage to adjacent enemies and Chill them for X seconds. Chill: Reduce Attack Speed by 30%
Passive: Attacks deal magic damage. Gwen is in the Groove while targeting an enemy below % Health. Active: Dash to a nearby hex to snip the lowest percent Health enemy, dealing magic damage to the target and
magic damage to enemies in a cone. If this kills, dash and snip again at % damage!
Enter a defensive stance for X seconds, reducing incoming damage by and gaining
Shield. When the stance ends, strike all nearby enemies, dealing
magic damage and Stunning them for X second(s).
Fire a barrage of bullets in a cone, each dealing
physical damage to the first target hit.
Heal Health over X seconds. Slam the target, dealing
magic damage and knocking up for X seconds. The impact creates meepwaves that deal % of these effects in the target's row. Meep Bonus: Meeps water Meepsie's flower, increasing all incoming Healing and Shielding
.
Kick a ball at an enemy that deals magic damage. On impact, the ball has a 100% Lucky chance to bounce to a new target dealing
magic damage. These bounces can trigger additional bounces, but the odds halve with each bounce. Lucky: Check twice and take the better outcome.
Gain shield. Each second for the next X seconds, gain
more shield and deal
magic damage to adjacent enemies. When this ability ends, consume the remaining Shield and heal for % of its value.
Gain Shield and Durability for X seconds. Over the duration, deal
physical damage each second to enemies in a cone.
Reposition up to one hex to throw a harpoon at the furthest enemy. The harpoon pulls the first enemy hit one hex forward and deals physical damage. Then, teleport behind them and cleave, dealing
physical damage to them and
physical damage to nearby enemies.
Fire a paddle star at the current target, dealing magic damage to the first target hit and
to others it passes through. When the missile reaches its destination, redirect it to a distant enemy, increasing its speed and repeating the damage. This redirect can occur X times.
Open a hex rift containing the target, Hacking enemies within for X seconds and dealing magic damage to each, plus
magic damage split between all enemies hit. Hacked enemies store % of all damage they take. When the Hack ends, they take true damage equal to the stored damage. The Hack ends early if it would kill the target.
Passive: Attacks deal bonus magic damage. Active: Gain
Shield and summon 3 encircling orbs for X seconds. Orbs deal
magic damage to enemies they pass through, and rotate faster based on Attack Speed.
Dash through the current target, dealing magic damage. Every third cast also summons a Mega Meep after a delay, briefly knocking the target up and dealing
magic damage in a one-hex radius, reduced per hex from the center. Meep Bonus: Add
Meep to the bait, increasing Mega Meep damage by
.
Gain Shield for X seconds. Over the duration, drain
Health from the nearest enemies. Then slam down, dealing
magic damage to all enemies within 2 hexes.
Passive: On takedown, gain mana. Active: Fire missiles in a hex radius around the current target, dealing physical damage each.
Passive: Lulu's spell gains a different secondary effect each game. Active: Call down something from the sky, dealing magic damage to nearby enemies and do some special effect based on this game's Stargazer Constellation.
Passive: Gain more max Health from all sources. Active: Converge an X-shape of vines on the target, dealing magic damage to each enemy hit and Stunning them for X seconds. N.O.V.A. Strike: Send forth a wave of dragons that stun all enemies for X seconds. For the rest of combat, Maokai's attacks deal
bonus physical damage.
-
Passive: On combat start, forge a temporary completed item. If 3 items are already equipped, a random completed item becomes Radiant for the rest of combat instead. Active: Gain Shield for X seconds. Then breath fire in a cone, dealing
magic damage. After any Shield on Ornn expires, Ornn enters the Groove for X seconds.
Gain Durability for X seconds, healing over the duration. Afterwards, slash forward in a line, dealing
physical damage to enemies hit and knocking them up for X second.
Passive: Whenever an enemy is knocked up, shoot them, dealing physical damage and entering the Groove for X seconds. Active: Unleash a volley of bullets at the target, dealing
physical damage and knocking up for X seconds.
Passive - Proximity Blast: Whenever an enemy enters a hex radius within range, fire a blast in a cone towards the closest adjacent hex that deals physical damage with falloff per hex. Each adjacent hex has a X second cooldown. Active: Gain
Shield for X seconds and dash behind the current target. Reset Proximity Blast's cooldowns.
Channel a one-hex psionic storm that follows enemies for X seconds. Each second, it grows larger and deals magic damage to enemies within, reduced per hex from the epicenter.
Channel a deathbeam in a line towards the current target for X seconds. It deals magic damage per second, reduced per enemy it passes through. Deathbeam ignores % of the enemy's Magic Resist.
Strafe to a nearby position, unleashing missiles split between the target and all enemies within two hexes. Missiles deal physical damage with a Lucky chance of firing a mega missile that deals
instead. Meep Bonus: Every X seconds, launch an Explosive Meep at the target, dealing
physical damage in a one hex radius on impact. Lucky: Check twice and take the better outcome.
Gather the force of a black hole, dealing magic damage split between the target and the closest enemies to them. The target takes an additional
magic damage.
Passive: Attacks and Abilities mark the target. When an enemy reaches X marks, Wolf consumes the marks, dealing physical damage. Active: Jump up to X hex away and fire arrows at the nearest targets, each dealing
physical damage. N.O.V.A. Strike: Gain Damage Amp. Now and every X seconds after, add a mark to all enemies.
Passive: Attacks deal magic damage instead. Active: Summon clones that attack alongside LeBlanc for X attacks, dealing damage. For their final attack, clones fire a bolt that deals
magic damage.
Passive: Every third attack strikes an additional time for bonus physical damage. Active: After brief meditation, enter a Psi-State for X seconds, gaining Omnivamp, Attack Speed, and increased movement speed. Twice a second, fire a psychic projection at a random nearby enemy that deals
physical damage.
Toss a disco bubble at the target that deals split between enemies in a one hex radius. The explosion sends globs towards nearby enemies that deal
magic damage. On cast, Nami enters the Groove for X seconds.
Gain Shield for X seconds. Summon an astrolabe to crash down on the most enemies within 2 hexes, dealing
magic damage. Then, Nunu pushes the astrolabe towards the end of the board, dealing
magic damage. All enemies hit by the astrolabe are knocked up for X seconds.
Gain shield for X seconds. Then, strike the most enemies in a three hex line, dealing (AP & Armor) magic damage. Meep Bonus: Reduce the damage of incoming attacks
. After being attacked X times, deal
magic damage in a two hex radius.
Passive: This Ability adapts to Riven's Attack Damage or Ability Power, whichever is higher. Attacks deal magic or
physical damage. Active: Dash to a nearby hex, gaining Shield for X seconds and slashing adjacent enemies for
magic or
physical damage. Every third cast, leap into the air and launch a wave of energy that deals
magic or
physical damage to enemies in a line.
Passive: Once per combat after dropping below % Health, gain Shield for X seconds equal to % of healing received this combat. Active: Heal , then tongue lash all enemies within two hexes dealing
magic damage.
Enter a defensive stance for X seconds gaining Durability. While in the defensive stance, attract nearby enemy projectiles and heal over the duration. When this ends, release a shockwave that deals
as physical damage in a X hex range.
Passive: Attacks bounce to strike X times, dealing reduced damage per target hit and leaving a Feather behind the final target. Active: Gain Attack Speed for X seconds. At the end, recall all Feathers split between the closest enemies, dealing physical damage each.
Summon a flying saucer over the current target that lasts X seconds. Each second it deals magic damage to the target, plus
magic damage split between all enemies within X hex. The saucer deals increased damage to Tanks. If an enemy under the UFO dies, Bard has a chance to abduct them and create a 1-star copy on your bench. Meep bonus: On combat start, grant the nearest
Astronauts an additional Meep.
Passive: Every X seconds, call down a bolt on the highest Health nearby enemy that deals magic damage. Active: Summon a disco ball at the largest clump of enemies, then uppercut the current target dealing
magic damage and knocking up. They crash down into the disco ball dealing
magic damage in a three hex radius. Enter the Groove for X second per enemy hit.
Passive: Every X attacks, reveal a Vital on the target. If a Vital exists, dash to attack it dealing bonus true damage and heal for % of the damage dealt. Active: Reveal Vitals on the target and quickly attack them all. If the target dies, remaining Vitals transfer to the nearest enemy. Upon striking the final Vital, create a two hex aura that heals allies within for
over X seconds.
Passive: Attacks fire projectiles in a cone that deal physical damage each. Active: Fire an explosive shell that deals
physical damage to the target, and
physical damage to all enemies in a one hex radius.
Passive: Jhin has a fixed attack speed and converts every % of bonus Attack Speed into bonus Attack Damage. Active: Summon spectral hands that fire alongside Jhin for the next attacks. Each hand deals physical damage per shot and removes Armor. The final shots deal more damage and pierce through the most enemies in a line, dealing reduced damage per target hit.
Transform into Dark Form for X seconds, gaining Shield for the duration. While in Dark Form, tether the nearest enemies, dealing
magic damage per second to each one and healing for % of damage dealt. At the end of the transfomation, deal
to all tethered enemies.
Passive: On cast, attacks gain stacking bonus magic damage. Starting from the third cast, gain true damage instead. Active: Gain
Shield for X seconds, then slice open a rift on the largest group of champions dealing the Passive's bonus damage to all enemies within. Enemies have their Attack Speed slowed while allies within gain Attack Speed, both rapidly decaying over X seconds.
Hurl a chunk of magnetic debris at the nearest target without one, dealing magic damage and sticking it to them. If an enemy with debris dies, it passes to the nearest enemy without one. Every X casts, instead rip off all debris dealing
magic damage, then crush all the debris onto the target, dealing
magic damage and briefly stunning them.
Passive: Every time Vex attacks, Shadow strikes a nearby enemy, dealing magic damage. Whenever an enemy is struck X times by Shadow, Shadow strikes them again. Active: Shadow launches empowered strikes, dealing
magic damage instead.
Create a clone behind the target with reduced max Health and increased Mana cost. The clone inherits its creator's items, stats, and current Health, and can cast Quantum Clone.

A drone repeats 25% of damage from the holder's attacks and Abilities to the same targets every 3 seconds. At (4): If the holder is Psionic, gain an additional mini-drone that repeats 20% of damage. Recommended users: Sona and Viktor.

Dealing physical damage to an enemy reduces target's Armor by 2. At (4): If the holder is Psionic, every 3rd attack cleaves, dealing (AD) physical damage to nearby enemies. Recommended users: Master Yi and Pyke.

Gain 5% max Health and deploy 3 Life Orbs. Every 5 seconds of combat, one drops restoring 18% of the holder's missing Health. At (4): If the holder is Psionic, they gain 22% increased healing from all sources. Recommended user: Gragas.

Every 5 seconds, gain 1 additional Mana Per Second. At (4): If the holder is Psionic, their abilities deal 20% of their ability damage as true damage instead. Recommended users: Sona and Viktor.