Champion roles

Every champion in Teamfight Tactics has one of six roles. The role sets how the unit gains mana and which built-in bonus it carries — extra Attack Speed, less damage taken, or drawing enemy attacks — facts that decide where the unit stands on the board and which items want to ride on it. Pick a role chip on any champion page to land here.

Marksman

10 Mana per attack. No other built-in bonus.

Marksmen are the auto-attack carries, most of them ranged. The role's mana comes only from attacks, so attack speed and sustained DPS items are what turn them on. Park them in the back line behind a frontline that buys time for stats to compound.

Caster

7 Mana per attack. Generates 2 Mana each second.

Casters are ranged units that do most of their damage through their ability rather than the auto-attack. A flat per-second mana tick on top of a smaller per-attack chunk means casters cast on a predictable cadence — attack speed helps less than it does on a Marksman. Build ability power, mana, and a survivability cushion.

Fighter

10 Mana per attack. 5–30% Attack Speed, scaling with stage.

Fighters are front-line damage dealers whose innate bonus is scaling Attack Speed that ramps up over the course of the game (about 5% early, climbing toward 30% in the late stages). They earn mana like Marksmen do, and live on the front line. Mix tank items and damage items: the built-in attack speed lets a Fighter carry as a resilient bruiser rather than a glass cannon or a pure wall. The role carries no healing of its own, so any sustain has to come from items, traits or the unit's ability.

Assassin

10 Mana per attack. Takes 15% less damage from all enemies except its current target.

Assassins are short-range carries that hold up best when several enemies hit them at once: every enemy except the one they are attacking deals 15% less damage to them. That lets them survive longer in a crowded fight than their raw stats suggest. They favor damage items and burst builds, trading the Fighter's attack-speed scaling for that damage cut.

Specialist

Generates resources in a unique way — each Specialist defines its own.

Specialists are the "off the grid" role. They do not follow the standard mana-per-attack rules: each Specialist ships its own resource system (a counter that fills one attack at a time, a Rage bar, or no bar at all). Read the unit's tooltip for the cast cadence — there is no shared rule, and itemization depends on the individual champion's mechanic.

Tank

5 Mana per attack. Generates Mana from taking damage. More likely to be targeted.

Tanks are melee frontliners that draw enemy aggression — opponents preferentially target them, and they convert incoming damage into mana so their ability comes online while they soak hits. The per-attack mana gain is the lowest of any role (5), so a Tank relies on being attacked to cast. Build defensive items: the job is to buy the rest of the comp time to work.