Step into the arena—Set 15: K.O Coliseum has arrived in Teamfight Tactics! Get ready for a clash of powerful teams, dramatic rivalries, and high-stakes battles as champions channel the spirit of your favorite anime showdowns. With over-the-top abilities, intense power scaling, and a tournament narrative woven into every match, this Set transforms your TFT experience into an all-out anime battle royale.
The tournament gates are open—assemble your squad and fight for the title!
K.O. Coliseum introduces a roster of legendary champions from across the Convergence ready to fight their way to the top of the arena, anime-style. Players can channel their inner magic girls with Seraphine as the 5-cost leader of the Star Guardians, whose anime-inspired Ultimate Friendship Bomb spell strikes all enemies within a 2-hex radius. Fan-favorite staple Kobuko, TFT's first-ever original character from Runeterra, returns as a 2-cost Mentor, while renowned martial arts master Braum, Gwen, Twisted Fate, Varus, Yone and Zyra round out the lineup of 5-cost heavy hitters!
Power Ups have stormed into the arena, giving players the boost they need to ascend the ranks of the Coliseum! You can use the Power Snax on a champion to open an armory of empowering options for that champion. This should let you make any champion a superstar, and, when you're bored of them or find an even more exciting unit, you can pop off the Power Up and use it to Power Up the new champion!
Gain X% . Also, gain X permanent
when you reroll.
When taking damage, gain X or
based on the damage type (up to X total resists).
At combat start, immediately go ALL OUT and gain X% and X%
. No longer decay Health while ALL OUT.
Gain X% . The first time this champion gets a takedown increase the bonus to X%
.
Every 4th attack deals X% more damage. Overkill damage splits between X additional targets.
Store X% at combat start and store X% more every second during combat. On death deal Magic Damage in a large radius based on Health stored.
Gain X% and gain X% more
from all sources.
When granting or receiving shields, add X% of the shield's value as bonus Physical Damage on the next attack.
Every X seconds Lulu tosses a snack to her Monster granting it an effect.
Rammus: Heal X% .
Smolder: Gain X% .
Kog'Maw: Gain X .
Attacks create a tornado of blades around the target, dealing X% %i:TFTBaseAD% Physical Damage to enemies within attack range.
When switching targets, blink to the next target. The next attack deals X% more as magic damage.
Damage dealt by Yone and Yasuo bleeds enemies for X% of damage dealt over X seconds.
At combat start take the form of the nearest ally and grant them and this champion a X% shield.
Summon an additional plant but plants deal X% less damage and have X% less health.
Fire X% more projectiles with abilities.
On cast, the lowest percent Health ally gains X shield () for X seconds.
Last-listed traits are X% more effective.
Become bigger, more powerful, and gain , %i;scaleDR%, and
, but take up 2 team slots.
(X) X ; X%
; X%
(X) X ; X%
; X%
X% Shred and Sunder enemies within 2 hexes. Take X% less damage from Shredded or Sundered enemies.
Start combat dormant and gain X% and X
whenever champions die. At X% Health, awaken and blink to a group of enemies, stunning them for X seconds.
Abilities can Critically Strike. Every X seconds, gain X% Critical Strike Chance.
Gain X% . At combat start, a whirlwind removes the opposite enemy from combat for X seconds. (X) Gain X%
. Both champions have a whirlwind.
Heal for X% of Magic Damage dealt. On cast, lose X% , but gain X stacking
.
Ability damage stuns for X second.
Arrows consume X less mana during Varus's ability.
Attacks have a X% chance to trigger an additional attack.
Reduce maximum mana by X.
On cast, all other allies gain X% of mana spent.
On cast spawn 2 Fairy Friends that each deal X-X (based on Stage) to the target over the next X seconds.
Xayah gains and
per Rakan star level. Rakan gains
,
, and
per Xayah star level.
(X) X% ; X
; X
; X
(X) X% ; X
; X
; X
Ascend 2 additional times at levels X and X.
Level X: Gain X every X attacks.
Level X: Launch 2 additional waves that deal X% damage.
Gain X% . Whenever an ally dies, gain X% stacking
.
After round X-X if this champion is 3-star, become 4-star at combat start.
Gain X% and X%
, increased by +X%
and +X%
for each eliminated player.
Attacks have a X% chance to stun the target for X seconds.
(X) These attacks deal X bonus Magic Damage per Stage.
At combat start, fuse with the nearest ally, gaining X% of their ,
, and
.
On cast, gain stacking equal to X% of mana spent.
The Mighty Mech converts X% of damage taken into Attack Damage and Ability Power, and gains X Armor and Magic Resist. Crystal Rose champions are treated as Mighty Mechs for the Mech's abilities.
Gain X . Each takedown, don a hat that grants X more
. On death, lose X% of your hats.
Gain X% per player level. At level 10 gain an additional X%
.
Each round gain a consumable that grants X and X%
in exchange for X player health. Gain X
and X%
.
Ryze's ability hits in a wider area and X% Chills enemies.
Every X seconds, Burn and Wound the closest enemy within 6-hexes for X seconds. Take X% less damage from Burning enemies.
Every X attacks, deal X% () true damage.
Abilities target's the lowest Health enemy in range instead. Gain X and +1
.
Gain X and
. At combat start allies in the back row gain X%
for every X
and
this champion has.
Cast abilities twice but deal X% less damage.
Every other cast, this champion casts their Ability twice and has modified total Attack Damage.
(X) X%
(X) X%
Gain X and gain X% more
from all sources.
Reduce mana cost by X. Gain X% and X
.
At combat start, gain X mana and give X mana to all allies in a line in front of you.
Gain X , and permanently gain X every 2 takedowns.
Gain X% , and permanently gain X% every 2 takedowns.
Gain X% , and permanently gain X% every 2 takedowns.
At combat start gain X permanent Health. Every X seconds this champion survives, gain X additional permanent Health.
At combat start, pilot the Mighty Mech, granting it a portion of this champion's stats. When it reaches X% health, leap out and rejoin combat.
(X) X% ; X%
(X) X% ; X%
; The Mighty Mech gains X% Durability.
When you field Mighty Mech and Luchador, The Mighty Mech benefits from Luchador.
The first ability use each combat grants X Mana Regen and X% .
Fire X bonus needles with every 1st and 2nd cast that deal X% damage.
Once this champion has died X times, gain X% and X%
.
Start combat with X% health, but gain X% .
If none of this champion's traits are active, gain X-X and X-X%
(based on current Stage).
At the start of each round, gain a random permanent stat bonus.Current: +X , +X
, +X%
, +X
, +X
, +X
, +X
Gain X packmates that deal X% (%i:TFTBaseAD%) physical damage. When Naafiri uses her ability, packmates dash to the lowest Health enemy within X-hexes.
At combat start and every X seconds, gain X Mana Per Second.
Set Attack Speed to X. Convert X% to X%
. Attacks deal X% more damage and grant X more mana.
Every X seconds heal this champion and allies within 2-hexes for X% of their missing health.
On cast dash, fire X additional shots, and gain X for the rest of combat.
Gain X% on every attack.
Your Monster has +X Monster Trainer levels.
Heal X%() every X seconds and gain X% increased healing from all sources.
Reduce each instance of incoming damage by X.
Gain X% of The Mighty Mech's ,
, and X%
.
On death, summon a Training Dummy equipped with the same items.
If this champion is the only Soul Fighter fielded, it gains the benefits of Soul Fighter (4).
Gain X% and heal for X% of damage dealt by all other allies.
The first attack on each enemy deals X% (%i:TFTBaseAD%) Physical Damage and knocks up for X seconds.
Create a perfect copy of this champion that deals X% damage.
Become a X-hex singularity, dealing X% () as Magic Damage every second. When enemies die in the singularity, gain X permanent
.
Damage 30% Shreds and Sunders enemies for X seconds. Deal X% increased damage against Shredded and Sundered enemies.Shred/Sunder: Reduce Armor and Magic Resist.
At the end of planning phase, mark all hexes within 1 hex of this champion. Champions that start combat in a marked hex gain X% and X
.
Every X seconds, 1% Burn and 33% Wound the nearest enemy for X seconds. Deal X% more damage to Burning enemies.
Dealing Magic Damage reduces by X.
Damage dealt contributes X% more to The Crew's ship damage.
Gain X . Enemies attacking this champion take (X + X per stage) physical damage.
Gain X% Critical Strike chance. Attacks that critically strike deal X% bonus magic damage.
If alone in its row, gain X% .
This champion benefits X% more from Star Guardian for each star level they have.
(X) Both champions benefit X% more from Star Guardian for each star level they have.
Gain bonus Health and X% additional Potential while Battle Academia is active.
(X) X ; +X%
Summon a roaming storm that echoes X% of damage dealt as magic damage.
(X) Both champions contribute damage. The storm is bigger.
Gain X% and +X
Attack Range.
Every X seconds, deal X% of the closest enemy's maximum Health as magic damage. Deal the same damage to enemies whenever they are stunned.
Every X seconds gain equal to
.
This champion is always the Supreme Cell. While Supreme Cells is active, gain X% , doubled for the rest of combat after killing X enemies.
At combat start, gain X% and X%
. After X and X attacks, this amount doubles.
Gain X% and grow larger. After X seconds, stomp the board, knocking up all enemies for 1.5 seconds.
On kill, heal X% () and gain
for X seconds.
(X) X% (X) X%
and execute enemies below X% Health
Gain X% . At X% health, double it for the rest of combat and shrink in size for X seconds, dodging all attacks.
At X% Health, dash to the furthest enemy, gain , and leave behind a Training Dummy.
(X) X% ; X Dummy Health
Gain the Juggernaut, Duelist, and Executioner traits regardless of Lee Sin's stance.
Gain X Health for each player combat win or X per loss.
Gain X% and immunity to crowd control for the first X seconds of combat.
Gain X and immunity to crowd control. Charge to new targets, stunning enemies passed through for X seconds.
At combat start gain X . Every second, convert X
to X%
. (up to X)
Gain X Weights and move and attack X% slower. Player combats drop X Weight, losing drops 1 more. When all Weights are dropped, move faster and gain X% and X%
.
Historically, Prismatic Traits have required players to hit +2 or + 3 of a specific trait-an intentionally difficult goal-in order to unlock a massive power spike. With K.O. Coliseum, Prismatic Traits will now require you to hit the highest breakpoint for the trait and then complete a mini-quest to unlock their Prismatic (and typically game winning) power. You can spend a ridiculous amount of Mana with Star Guardians, collect all three Mighty Mech Augments, and more!
K.O. Coliseum brings about 120 new Augments, with 70 of those being novel content and mechanics. In particular, the Tournament Favorites Augment rewards you with loot for dominating your opponents with Soul Fighter units, while Tiny Team takes a major vertical, Star Guardian, and makes it playable as a strong small splash. Use Diamond Hands if you really, really want to go feast or famine with the Crystal Gambit cash-out trait. With these playfully chaotic new twists, K.O. Coliseum brings a fresh gameplay experience to TFT.
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