Welcome to TFT Set 4 Origins cheat sheet guide all information about the origins cheat sheet such as origins synergy, champions name, and champions cost.
Table of Contents
Cultist
Once your team loses 50% of their health, Galio is summoned, slamming into the largest cluster of enemies and knocking them up.
3 Tyrant Galio
6 Demon Lord Galio
9 Supreme Overload Galio
Divine
Upon attacking six times or dropping below 50% health, Divine units ascend, taking 25% reduced damage and dealing bonus true damage for the rest of combat.
2 20% Bonus True Damage
4 40% Bonus True Damage
6 65% Bonus True Damage
9 100% Bonus True Damage
Dusk
Dusk champions increase all allies spell power.
220% Spell Power
4 60% Spell Power for Dusk Champions, 20% spell power for all allies.
6 150% Spell Power for Dusk Champions, 50% spell power for all allies.
Elderwood
Every two-second all Elderwood champions grow, gaining bonus stats. This effect stacks up to five-time.
3 20 Armor and MR, 5 AR Damage and Spell Power.
6 35 Armor and MR, 10 AR Damage and Spell Power.
9 60 Armor and MR, 25 AR Damage and Spell Power.
Enlightened
Enlightened generate more mana.
2 40% Additional Mana
4 70% Additional Mana
6 100% Additional Mana
Exile
If an Exile has no adjacent allies at the start of combat, they gain:
1Shield equal to 50% of max HP
2Shield equal to 50% of max Hp and 100% lifesteal
Fortune
3Winning combat against a player will give bonus orbs, The longer you have gone without an orb, the bigger the payout.
MoonLight
3At the start of combat, the lowest star-level Moonlight champion stars up until combat end. (In the case of a tie, the champion with the most items is chosen).
Ninja
Ninja gain bonus attack damage and spell power. This effect is only active when you have exactly 1 or 4 unique ninjas.
145 attack damage and spell power.
4 90 attack damage and spell power.
Spirit
The first time a spirit casts theri spell, all allies gain attack speed based on the spell's mana cost.
235% of Mana Cost
4 90% of Mana Cost
The Boss
1When the boss first drops to 40% health, he removes himeself from combat to start doing sit-ups. Each sit-up restores 15% health and give hime 20 attack speed. If the reaches full health he returns to combat pumped up, converting his basic attack and spell damage to true damage. If all of his allies die, he will immediately return to combat.
Tormented
1Innate: After participating in three combats, Tormented are given the option to transform.
Warlord
Warlords have bonus health and spell power. Each victorious combat they have participate in increases this bonus by 10% stachking up to 5 times.
3200 Hp and 20 Spell Power
6 400 Hp and 40 Spell Power.
9 700 Hp and 70 Spell Power.
View Set 4 Classes Synergies Here.