Champion roles

Every champion in Teamfight Tactics has one of six roles. The role sets how the unit gains mana, whether it draws or evades enemy attention, and what built-in passives it carries — 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. Ranged. No built-in sustain or targeting modifier.

Marksmen are the ranged auto-attack carries. Their entire mana income comes from landing 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 melee 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. Any sustain is item-sourced — the role no longer heals from its own damage.

Assassin

10 Mana per attack. Less likely to be targeted.

Assassins are melee carries that enemies tend to ignore — they sit at the bottom of the target priority list, which lets them dive into the back line and survive longer than their raw stats suggest. They favor damage items and burst builds, trading the Fighter's attack-speed scaling for an evasion-by-targeting effect.

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 (custom charges, no mana at all, threshold-based ultimates, and so on). 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.