Set 15: K.O. Coliseum Augments
Prismatisch
You no longer gain interest. Gain 13 gold now. Round start: gain 4 XP.
Immediately go to level 6 and gain 8 XP. You don't get to choose your future augments.
Gain a random 3-star 1-cost champion. Gain 8 gold.
Gain a powerful and random reward.
Gain a Masterwork Upgrade and 1 component anvil.
Your team becomes small, gaining 30% Attack Speed and Movement Speed.
Gain a Bastion Emblem, a Giant's Belt, and a Leona.
Gain a Bastion Emblem, a Crownguard, and a Swain.
Gain a Battle Academia Emblem and a Rakan.
Gain a Battle Academia Emblem, a Spirit Visage, and a Garen.
Gain a Duelist Emblem, an Ashe, and a BF Sword.
Gain a Duelist Emblem, a Kraken's Fury, and a Gangplank.
Gain a Crystal Gambit Emblem and a Janna.
Gain a Crystal Gambit Emblem, an Adaptive Helm, and a Janna.
Gain an Executioner Emblem, an Akali, and a Sparring Gloves.
Gain a Executioner Emblem, a Striker's Flail, and a Katarina.
Gain an Edgelord Emblem, a Samira, and a Recurve Bow.
Gain an Edgelord Emblem, a Hand of Justice, and a Yasuo.
Gain a Wraith Emblem and a K'Sante.
Gain a Wraith Emblem, a Hextech Gunblade, and a Malzahar.
Gain a Heavyweight Emblem, a Poppy, and a Giant's Belt.
Gain a Heavyweight Emblem, a Spirit Visage, and a Kobuko.
Gain a Juggernaut Emblem, an Udyr, and a Giant's Belt.
Get a Juggernaut Emblem, a Spirit Visage, and a Dr. Mundo.
Gain a Prodigy Emblem, a Malzahar, and a Needlessly Large Rod.
Gain a Prodigy Emblem, a Spear of Shojin, and an Ezreal.
Gain a Protector Emblem, a Neeko, and a Giant's Belt.
Gain a Protector Emblem, a Protector's Vow, and a Neeko.
Gain a Luchador Emblem and a Dr Mundo.
Gain a Luchador Emblem, a Sterak's Gage, and a Dr Mundo.
The Mighty Mech gains 45% Attack Speed. Gain a 3 Mighty Mech Champions.
Field 7 Mighty Mech with a total of 14 Star Levels and reach level 10 to activate MECHA-MERGE PROTOCOL.
Gain a Sniper Emblem, a Jinx, and a Recurve Bow.
Gain a Sniper Emblem, an Infinity Edge, and a Caitlyn.
Gain a Soul Fighter Emblem and a Kalista.
Gain a Soul Fighter Emblem, a Spear of Shojin, and a Kalista.
Gain an Sorcerer Emblem, a Karma, and a Tear of the Goddess.
Gain a Sorcerer Emblem, a Jeweled Gauntlet, and an Ahri.
Gain a Star Guardian Emblem and a Rell.
Gain a Star Guardian Emblem, a Steadfast Heart, and a Rell.
Gain a Strategist Emblem, a Ziggs, and a Tear of the Goddess.
Gain a Supreme Cells Emblem and an Akali.
Gain a Supreme Cells Emblem, a Last Whisper, and a Kai'sa.
Gain 2 Thief's Gloves. After 8 player combats, gain another.
Gain 2 Thief's Gloves. After 6 player combats, gain another.
Gain 2 Thief's Gloves. After 3 player combats, gain another.
Allies holding an item gain 200 Health and 30% Attack Damage. Gain a B.F. Sword.
Allies holding an item gain 275 Health and 3 Mana Regen. Gain a Tear of the Goddess.
Gain +1 max team size and 1 four-cost champions.
Each time your Shop is rerolled, you have a 45% chance to gain a free reroll.
When you buy XP, gain an additional 2. Gain 10 immediately.
Choose 1 of 5 Radiant items. Gain a Magnetic Remover.
Gain a golden egg that hatches in 11 turns for a huge amount of loot. Winning player combat speeds up the hatch timer by an extra turn.
You can no longer buy XP. Every time you spend gold to reroll your Shop, gain 2 XP. Gain 3 gold now.
Gain 16 free Shop rerolls now and 3 every round for the rest of the game.
Gain a 2-star champion and 1 gold every time you level up. The champion's cost tier is your level minus 4 (max: 5-cost).
Gain +2 max team size and your team gains 4% Durability, but you take double player damage when you lose a player combat.
Gain an Artifact anvil now and after every 8 player combats.
Thief's Gloves will always give your champions ideal items. Gain 2 Sparring Gloves.
Thief's Gloves will always give your champions recommended items. Gain 2 Sparring Gloves now, then another after 4 player combats.
Gain 1 Spatula, 3 random components, and 5 gold.
As you level, gain more powerful items.
Level 4: Component anvil
Level 6: Completed item anvil
Level 8: Choose 1 of 5 Radiant items
Gain a random item component now and at the start of the next 4 rounds.
Your team gains 20% Damage Amp. After 15 seconds, this increases to 60% Damage Amp.
Your champions holding an item gain 500 Health.
Enemies have a 40% chance to drop loot when killed.
Your team gains 25% Critical Strike Chance, 10% Critical Strike Damage, and
Gain 22 gold. Your max interest is increased to 10.
When you level up, gain a number of free shop refreshes equal to your level+1. Gain 2 gold.
When you level up, gain a number of free shop refreshes equal to your level+1. Gain 2 gold.
Round start: items on your bench are randomized.
Gain 1 random Radiant item.
Your team gains 16% Attack Speed. After each round, they gain 2% more.
Gain a Rascal's Gloves item. This equips 2 random Radiant items every round.
Gain a 4-cost champion, a 2-star 1-cost champion that shares a trait with them, and 8 gold.
At the start of the next 2 stages, gain that 4-cost champion again.
Gain 2 player Health and 2 gold after every player combat. Your Tactician also moves faster. Gain 10 gold now.
Gain a Training Dummy with 3 permanently attached Emblems. Gain 8 gold.
Gain three 2-cost champions. If you 3-star two of them, gain an orb filled with loot. Gain a Lesser Champion Duplicator at the start of next 2 stages.
Combat start: Your team gains 1.5% Attack Damage and Ability Power per second for 10 seconds. At max stacks, deal 12% bonus true damage.
Gain 4 Giant's Belts. Your Giant's Belts grant +85 bonus Health.
Combat start: Your highest Attack Speed champion gains 35% Ability Power and 35% Attack Speed. Repeat on another ally every 3 seconds.
Your team gains 2% Damage Amp and 4 Armor and Magic Resist for each Bronze-tier trait.
Your team gains 4 Health and 0.4% Attack Speed per missing player Health.
Gain a Tactician's Crown. Tactician's Crown, Shield, and Cape grant the holder an additional 20% Attack Speed, 25% Attack Damage, and 30% Ability Power.
Gain a Rabadon's Deathcap. Rabadon's Deathcaps permanently gain ?% Ability Power whenever their holders score a takedown.
Gain 2 Lucky Item Chests, a Magnetic Remover, and 7 gold.
Now and at the start of the next 2 stages, roll 3 dice. Gain various rewards based on their total.
Gain 1 random Emblem. At the start of every Stage, gain a random Emblem. Your team gains 30 Health for each Emblem they are holding.
Gain 1 random Artifact. When you drop below 35 Health, gain 3 more random Artifacts.
Your team becomes large, gaining 200 Health and 10% max Health.
Gain 1 gold and flip a coin. If heads, gain a Radiant Lucky Item Chest. If tails, gain 2 Completed item anvils.
Gain 2 gold and flip a coin. If heads, gain a Radiant Lucky Item Chest. If tails, gain 2 Completed item anvils.
Gain 6 gold and flip a coin. If heads, gain a Radiant Lucky Item Chest. If tails, gain 2 Completed item anvils.
Combat start: 1 random 1-cost champion is upgraded to 4-star for that round and gains 5% Attack Damage and 5% Ability Power.
Combat start: All champions in your front row become clones of the champion in the center of the row. Clones have 115% of their original health, and deal 5% less damage.
Gain a random Emblem. Now and at the start of each Stage, gain a 1-star champion of that trait with a cost equal to the Stage (max 5) and 4 gold.
Allies in your back 2 rows gain 10% Ability Power and 9% Attack Damage for each ally that starts combat in your front row.
Gain 26 gold. After every combat, gain 1 Shop reroll for every 10 gold above 50 (max 80 gold).
Gain 40 gold. After every combat, gain 1 Shop reroll for every 10 gold above 50 (max 80 gold).
Your champions gain 8 permanent max Health per interest you earn. Your max interest is increased to 7. Gain 3 gold.
Summon a magical hero from another universe to fight for you. This hero is a
Summon a magical hero from another universe to fight for you. This hero is a
Summon a magical hero from another universe to fight for you. This hero is a
Gain a package containing a 5-cost champion, a 2-star 1-cost champion, and 5 gold.
At the start of the next 2 stages, gain the package again.
Your max level is 7. Gain 1 Tactician's Shield which increases your team size by +1, and 50 gold.
Gain 7 gold now and every round for the rest of the game.
After 6 player combats, gain 1 of every item component. Gain a random component now.
Set your current and max player Health to 9. On combat loss, you only lose 1 health and gain loot. You can't gain health.
Gain a Red Buff, a Blue Buff, and a Champion Duplicator.
Gain a random Prismatic Augment and 3 gold.
Gain a random 1-cost Champion Augment. After 3 turns, gain a copy of the champion at the start of every turn.
Champions holding exactly 1 item upgrade that item to Radiant. Champions holding Radiant items gain 7% Health. Gain 2 Magnetic Removers.
Gain 2 Hands of Justice. Allies equipped with Hand of Justice gain
Gain a Mogul's Mail. In 6 rounds, gain a Gamblers Blade.
Combat start: Up to 6 champions with 1 or fewer items gain a copy of a random completed item from the nearest itemized ally.
Now and at the start of each Stage, open a Shop of 4 unique 4-cost champions and gain 6 gold.
Gain an Artifact anvil. Your team gains 20 Health for each item equipped on champions.
Gain 4 B.F. Swords. Your B.F. Swords grant +4% Attack Speed.
Gain a random Emblem. After 3 rounds, gain a Tactician's Cape.
Gain a random Tank item. After 8 seconds of combat, your team gains 5% bonus Attack Damage and Ability Power every second for the rest of combat.
Gain 1 completed item anvil. Every time a player is eliminated, choose one of their completed items to keep.
Gain a Deathblade. Deathblades permanently gain ?% Attack Damage whenever their holders score a takedown.
Gain 3 random Emblems, a Reforger, and 2 gold.
Gain 3 random Emblems, a Reforger, and 4 gold.
Get a Trickster's Glass. Your Trickster's Glass summons clones every 9 seconds, but each additional clone has 40% Max Health and 120% Max Mana.
Gain 3 3-cost champions. Allies gain 5% Attack Speed.
Combat Start: 3 random 3-cost champions gain 300 Health and 25% Attack Speed.
Gain a Nashor's Tooth, a Jeweled Gauntlet, a Needlessly Large Rod and a Magnetic Remover.
Buying XP costs 1 less. Gain 2 Health and 2 free rerolls whenever you level up.
Gain 4 Needlessly Large Rods. Your Needlessly Large Rods grant +5% Attack Speed.
Your team gains 20% Critical Strike chance, and their Abilities can critically strike. If an Ability critically strikes, restore 15% of your Mana over 3 seconds.
When you reach level 9, immediately level to 10 and gain 8 free Shop rerolls. Gain 6 XP now.
Gain 2 copies of a random 2-cost champion. Gain another copy of them at the start of each round for the rest of the game.
Goud
Gain 2 Training Dummies. Combat start: Your Training Dummies launch themselves towards a group of enemies and Stun them for 1 seconds.
Gain an Adaptive Helm. Champions holding this item gain both effects.
Gain 2 Lesser Champion Duplicators and 4 gold.
Your 4-cost and 5-cost champions gain 55 Health and 6% Attack Speed for every 1-cost and 2-cost champion on your board.
Gain a Training Dummy and 4 gold. If it is the first to die each player combat, gain 1 gold.
Now, and at the start of every stage, gain 4 XP and 2 free rerolls.
Now, and at the start of every stage, gain 8 XP and 2 free rerolls.
Gain 2 item components. Every 5 wins gives you an item component.
Gain 7 gold now and 1 gold every round.
Gain 18 gold now and 1 gold every round.
The next 4-cost champion you buy with gold is instantly upgraded to 2-star. Gain 5 gold.
Every round, if you're in the bottom 4, your team permanently gains 1% Attack Damage and Ability Power. If you're in the Top 4, they have 10% more Health.
Gain 3 gold. After each player combat, if there are no items on your bench (other than consumables), gain 2 XP.
Gain 8 gold and 10 XP now. After each player combat, if there are no items on your bench (other than consumables), gain 2 XP.
Gain a Training Dummy with 2 permanently attached Emblems. Gain 1 gold.
Gain a Bastion Emblem.
Your strongest Bastion champion gains 20% max Health. When other Bastions die, they transfer 20% of their Armor and Magic Resist to it. Gain a Shen and Rell.
Gain a Battle Academia Emblem.
Combat start: Powered Up Battle Academia champions and allies adjacent to one gain 70 Health, 8% AD, and 8% AP. Battle Academia units gain double. Gain a Katarina
The first time you win 4 player combats , all Battle Academia champions gain 100 Health and 15% reduced max Mana. Gain a Garen and Ezreal.
At the start of every stage and after every carousel round, gain 2 random 1-3 cost Battle Academia champions. Gain an Ezreal.
Gain a Duelist Emblem.
Gain a Crystal Gambit Emblem.
Gain an Executioner Emblem.
Gain a Dr. Mundo. Your strongest Dr. Mundo becomes a Ranged Marksman. He now throws chairs that deal heavy damage, but cost Health.
On attack, Duelists gain 2% Attack Damage and Ability Power, stacking up to 15 times. Duelist Tanks instead gain 2 Armor and Magic Resist. Gain a Kai'Sa and Kayle.
Gain an Edgelord Emblem.
Edgelords now gain up to 200% of their Attack Speed bonus the lower health their target is. Gain a Shen and Xayah.
Gain a Wraith Emblem.
Executioner kills have a chance to drop loot, scaling with Critical Strike Chance. The value of the loot given can also critically strike, granting even more loot. Gain a Katarina and Kalista.
Gain a Heavyweight Emblem.
After 15 seconds, your Heavyweight champions gain 30% max Health and 20% Damage Amp. Gain a Kobuko and a Zac.
Gain a Juggernaut Emblem.
Whenever an ally Juggernaut dies, all other Juggernauts gain a 10% max Health shield for 5 seconds and gain 2% more Durability. Gain an Aatrox and Dr. Mundo.
Luchadors gain 10% Attack Speed. When Luchador is active, Luchadors leap into battle at combat start. Luchador leaps deal 300% of their Basic Attack Damage. Gain a Dr. Mundo.
Luchadors gain 5% Attack Speed. Whenever you win player combats, Luchadors grow in size and permanently gain 2% Attack Damage and 20 Health. Gain a Dr Mundo and Gnar.
Whenever you star-up a champion they permanently gain 50% of every unique Mentor bonus of Mentors on your board or bench. Gain a Yasuo.
Mentor bonuses are granted to your team regardless of how many Mentors you play. Gain a Kobuko.
You can give the Mighty Mech a Power Up. When it has Power Up the Mighty Mech gains 150 Health and 10% Damage Amp.
Gain an Aatrox, a Senna, and a Power Remover.
Gain a Neeko. Your strongest Neeko becomes a Magic Fighter and gains increased Attack Speed. Her Ability deals more damage, and increases its radius with every cast.
Gain a Prodigy Emblem.
Every 2 seconds, Prodigies gain Ability Power equal to 50% of their Mana Regeneration (rounded down).
Gain a Protector Emblem.
Combat start: Protectors shield themselves and their closest ally for 18% of their maximum health. Shields stack. Gain a Rakan.
Gain a Luchador Emblem.
The Mighty Mech gains 45% Attack Speed.
Field 7 Mighty Mech, reach level 10, and hold all 3 Mighty Mech Augments to activate MECHA-MERGE PROTOCOL.
The Mighty Mech gains 25% Attack Speed. Gain a Gangplank.
Field 7 Mighty Mech with a total of 14 Star Levels and reach level 10 to activate MECHA-MERGE PROTOCOL.
The Mighty Mech gains 10 Armor and Magic Resist and 100 Health. Gain 3 Mighty Mech champions.
Field 7 Mighty Mech, reach level 10, and hold all 3 Mighty Mech Augments to activate MECHA-MERGE PROTOCOL.
Gain a Shen. Your strongest Shen becomes a ranged Marksman gaining +3 Range. His ability no longer shields but instead deals additional damage.
Gain a Sniper Emblem.
Every 4 seconds, all Sniper champions fire a shot that deals 85% of their Basic Attack Damage to the lowest health enemy in range. Gain a Jhin.
Enemies who take damage from Sorcerer Abilities deal @DamageReduction*100%@% less damage for 6 seconds. Gain a Lux and a Lucian.
Gain a Soul Fighter Emblem.
When they hit Max Power, Soul Fighters gain 45% Attack Speed and 10% Durability for 5 seconds.
Every 4 seconds the God's Eye grants a random Soul Fighter 200 shield and 12% stacking Attack Speed for the rest of combat. Gain a Kalista and Naafiri.
Soul Fighters gain Fame when they deal damage. Each Fame breakpoint grants loot. Gain a Naafiri and Kalista.
Gain an Sorcerer Emblem.
Gain a Star Guardian Emblem.
Star Guardians who start combat adjacent to at least one other Star Guardian gain 1 Mana Regeneration, 20 Armor, and 20 Magic Resist. Gain a Rell.
Star Guardians with a Power Up grant 150% increased Star Guardian bonuses. Gain a Xayah.
When you field 3 or less Star Guardians, increase Star Guardian bonuses by an additional 100%. Gain a Syndra and Rell.
Mark 1 hex per Strategist fielded. Allies standing in marked hexes gain 150 Health and 10% Damage Amp, Strategists gain 100% more. Gain a Janna and Ziggs.
Gain a Supreme Cells Emblem.
Whenever an ally dies, they grant the Supreme Cell with the most damage this round 8% of their maximum health. Gain a Kai'Sa and Kennen.
Grant 50% of Supreme Cell's bonus to all champions on your team. Any champion on your team can now become the Supreme Cell. Gain a Kai'Sa and Kennen.
Gain 1 Velocity per reroll, and 10 when you level up. Crew units gain @AS*100%@% Attack Speed for every 3 Velocity.
Whenever you upgrade a 1-cost Crew champion, gain a random 1-3 cost Crew champion. Gain a Malphite.
Gain an Udyr. Your strongest Udyr becomes an Attack Fighter and sends bouncing gusts of flame out with every attack. His spell no longer rapidly attacks, but instead grants him stacking Attack Speed.
Gain a Vi. Your strongest Vi becomes an Attack Fighter and has a chance to drop loot on kill. She now deals heavy single target damage and gains Attack Damage for item components equipped on your team.
At combat start and whenever the Shadow Realm strikes, Wraith champions gain 6% Attack Damage and 6% Ability Power. Gain a Jhin and Zac.
The first 3 Wraith champions to die each combat summon a monstrosity from the Shadow Realm. Gain a Jhin and Zac.
Gain a Spatula. Champions holding Spatula or Frying Pan items gain 15% Attack Speed and 2 Mana Regen.
After losing your combat, gain 2 gold and a free Shop reroll.
If there are no champions on your bench at the end of player combat, gain 3 XP.
Allies holding an item gain 100 Health and 15% Attack Damage. Gain a B.F. Sword.
Allies holding an item gain 100 Health and 2 Mana Regen. Gain a Tear of the Goddess.
Your champions that start combat with no adjacent champions gain a 30% max Health shield for 10 seconds.
Every 4 attacks an ally takes, they deal 50-140 (based on current Stage) magic damage to nearby enemies (1 second cooldown).
You no longer gain interest but gain 3 gold at the start of every player combat round. Gain 3 gold now.
Combat start: Grant units with adjacent allies a 210 Health Shield for 8 seconds. This Shield stacks.
Allies without items equipped gain 50 Armor and Magic Resist.
Choose 1 of 4 Artifacts.
Gain 1 random completed item now, and 1 component after 8 player combats. Selling champions breaks completed items into components (excluding Tactician's items and Emblems).
Gain 1 random completed item now, and 1 component after 3 player combats. Selling champions breaks completed items into components (excluding Tactician's items and Emblems).
After 10 seconds of combat, your team heals 60% of their missing Health.
Combat Start: Burn all enemies for 15% of their max Health over 15 seconds and reduce healing received by 33%.
Gain a free Shop reroll every round. Gain 2 gold.
When you field exactly 2 copies of a champion, they both gain 30% Attack Damage and 30% Ability Power, Armor, and Magic Resist. When you 3-star, gain a 2-star copy.
Allies isolated in pairs gain 15% Attack Speed and 22 Armor at the start of combat.
Allies that start combat next to an ally with over 1750 Health gain 13% Durability. Gain a Giant's Belt.
Gain 4 random 1-cost champions now. If your bench is full at the end of player combat, gain 3 XP.
At the start of every round, champions on the 3 rightmost bench slots transform into random champions of the same cost. Gain 6 gold.
Champions on your bench permanently gain 50 Health, 5% Attack Damage, and 5% Ability Power every round. Champions start with 1 stack of this effect, and can stack up to 4 times.
Gain 1 random completed item now, and 1 component after 4 player combats. Selling champions breaks completed items into components (excluding Tactician's items and Emblems).
Choose a gold-generating Artifact item and gain a Magnetic Remover.
Gain a component anvil when you reach level 5, 6, 7, and 8.
Gain 3 random components, 2 gold, and 1 Reforger.
After 12 seconds of combat, your team gains 35% Damage Amp.
Your champions holding an item gain 300 health.
Enemies have a 30% chance to drop loot when killed.
When an enemy dies, the nearest ally is healed for 500.
Your team gains 10% Critical Strike Chance and
You can see who you will fight next. Your team gains 8% Damage Amp, increased to 15% if you and your opponent have any of the same traits active.
After player combat, gain 2 XP if you won or 3 XP if you lost.
Gain a component anvil when you reach level 5, 6, 7, and 8.
Round start: items on your bench are randomized.
Gain 2 random components.
Your team gains 10% Attack Speed. After each round, they gain 1% more.
Combat start: Your 2 units furthest from each other form a bond, sharing 22% of their Armor, Magic Resist, Attack Damage, and Ability Power with each other.
Round start: items on your bench are randomized.
Gain 2 random components.
Your team gains 10% Attack Speed. After each round, they gain 1% more.
The first 1-cost and 2-cost champions you buy are instantly upgraded to 2-star. Gain 7 gold.
Your team gains 44 Health, 4% Attack Damage, 4% Ability Power, 4 Armor, 4 Magic Resist, 4% Attack Speed, and 4 Mana.
Gain a Recurve Bow. Your team gains 12% Attack Speed.
Gain 20 Gold. Your next augment is one tier lower.
Gain 33 Gold. Your next augment is one tier lower.
You are more likely to fight stronger players, and you know who you will fight. When you lose, gain 2 XP. After your first win and every 3 wins after, gain a component.
Choose a gold-generating Artifact. Gain a Magnetic Remover and 4 gold.
The next completed item you make grants an additional copy of it. Gain 5 gold now.
The next completed item you make grants another copy of it. Gain 1 component anvil.
After 8 seconds of combat, stun the enemy team for 1.5 seconds. Repeat this after 18 seconds of combat.
Gain a 2-star 5-cost champion holding a recommended item. You cannot field it until Stage 4-3.
Gain a 3-cost non-Tank champion and an Emblem that matches their last-listed trait.
Combat start: Every 3 seconds, champions in your 3 rightmost bench slots grant your team 3% Attack Speed per slot.
Gain a random 2-star 2-cost champion. When you reach Level 7, gain a Thief's Gloves. When you reach Level 9, gain a random 2-star 5-cost champion.
Combat start: Your highest Attack Speed champion gains 20% Ability Power and 20% Attack Speed. Repeat on another ally every 3 seconds.
Your allies gain 12-25% Damage Amp based on their missing Health. Maximum Damage Amp gained at 30% Health.
Allies gain 10 Armor and Magic Resist, increased by 2 per player level.
Gain 10 gold of random champions. (At least one 3-cost guaranteed!)
Gain 18 gold of random champions. (At least one 4-cost guaranteed!)
Gain 26 gold of random champions. (At least one 5-cost guaranteed!)
Your team gains 2% Damage Amp for each Bronze-tier trait.
Your team gains 8% Damage Amp. 80% of overkill damage is dealt to the nearest enemy as magic damage.
Each time an ally dies, allies that share at least one trait with them gain 5% Ability Power, 5% Attack Damage, 5 Armor, and 5 Magic Resist.
Your team gains 10% Attack Speed every 3 seconds in combat.
Empower the hex in the center of the third row. Summon a clone of the champion in it with 80% base Health and 10% increased Mana cost.
Gain 7 gold, 1 2-star 1-cost champion, 1 2-cost champion, 2 3-cost champions, 1 XP, and 1 Shop reroll.
The next 1-cost champion you buy is 3-star. Gain 2 gold.
At the start of each turn, all allies holding a Frying Pan or Spatula item grant the nearest champion 60 permanent Health. Gain a Frying Pan.
Enemies take 1% damage as bonus true damage, increased by 1% up to 20% every time they take damage.
Gain a Needlessly Large Rod and a Chain Vest. Your team gains 8 Ability Power and 6 Armor.
Gain a Tear of the Goddess. Your team gains 1 Mana Regen. After 12 seconds in combat, increase this to 3.
Gain 2 random 5-cost champions and 2 copies of a random component.
When you reach Level 8, gain 20 Shop rerolls.
Your champions deal 5% of their damage as True Damage for each Star level.
Gain a Lucky Item Chest, a Magnetic Remover, and 7 gold.
Now and at the start of the next 3 rounds, gain 7 XP.
Now and at the start of the next 3 rounds, gain 10 XP.
Gain a Sunfire Cape. Your team gains 12% Omnivamp when attacking Burning enemies.
After 10 seconds of combat, your champions gain 8% Attack Speed and attacks also hurl 2 delicious projectiles that deal 25 (![]()
) magic damage.
Gain 2 random completed items that build from Needlessly Large Rod.
Gain 2 random completed items that build from B.F. Sword.
Lose all your gold. After 5 player combats, gain back the original amount and another 70 gold.
Gain a 2-star 1-cost Tank champion and an Emblem that matches their last-listed trait.
Gain 21 gold.
Gain 2 non-Tank 5-cost champions. If you field at least one 5-cost champion, your 1 to 4-cost champions gain 8% Durability.
Allies that start combat in the back row begin combat at 80% Health but gain 25% Damage Amp.
Gain a random Gold Augment and 3 gold.
Gain a random Gold Augment and 6 gold.
Gain a Training Dummy. Every 10 seconds, all Training Dummies grant 1 gold.
The first time you have 165 or more gold, gain a 2-star 5-cost champion and 2 items tailored to them.
Lose all champions on your board and bench. Gain a Golem with 60% of their combined Health and 33% of their combined Attack Damage. The Golem gains 1200 Health per stage. Gain a non-Tank 2-star 2-cost champion.
Combat start: Allies grant other adjacent allies 10 Armor and Magic Resist. This effect stacks.
Gain a Sparring Gloves. Your team gains 25% Critical Strike Chance.
You cannot choose your Carousel rewards. Gain an additional 6 player Health and 8 Gold each carousel round.
Gain a Crown of Demacia, which provides significant bonuses to the wearer. If the holder dies, lose the round.
Your team gains ? Health and size for each time you've rolled this game. Gain 5 gold.
Gain 2 Lesser Champion Duplicators and 8 gold.
Gain 2 Lesser Champion Duplicators and 14 gold.
Gain an Ionic Spark. Your Ionic Sparks have +3 hex radius and do 20% more damage.
Now and at the start of the next 2 Stages, receive a care package with loot and 3 gold.
For every 550 Mana your team spends, summon a whirlwind that knocks up enemies.
Gain 3 gold now. On Stage 3-7, gain an Infinity Force. Infinity Force gives allies in the same row a 12% Health shield.
Your champions gain 8 permanent max Health per interest you earn.
Your team gains 20 Health. For each unique item they are holding, your team gains bonus 5 Health, 1% Attack Damage, and 1% Ability Power.
Gain a Gargoyle Stoneplate. Combat start: Allies holding Gargoyle Stoneplate gain 17% max Health if they're the only one in their row.
Gain a Spirit Visage. Every 5 seconds, Spirit Visage heals allies within 1 hex for 7.5% of their missing Health.
Gain a Giant Slayer. Giant Slayers gain their Damage Amp against all enemies instead of just Tanks.
The first time each ally falls below 35% Health, they restore 20% maximum Health.
Gain 2 XP at the start of player combat rounds. Your 5-cost champions gain 12% Health and 12% Attack Speed.
Gain a random Emblem. Your 3-cost champions and all allies equipped with an Emblem gain 150 Health and 12% Attack Speed.
Roll 3 dice. Gain rewards based on their total.
Gain a Champion Duplicator, 4 gold, and your next shop contains 5 unique four-cost champions.
Gain 4 gold. For the next 2 rounds, enemy champions drop 2 gold when killed.
Gain 7 gold now, then 7 gold at the start of every stage. Picking up gold makes your Tactician larger.
Combat start: 1 random 1-cost champion is upgraded to 3-star for that round and gains 40% Attack Damage and 40% Ability Power.
Champions that fight in player combat cannot be benched or sold. Your team gains 1% Health, and 1% Attack Damage and Ability Power after player combat.
When your first ally dies each combat, grant your team 25 + 10% of that ally's Armor and Magic Resistance.
Every third attack deals 110% damage and heals 60% of the damage. Excess healing is converted to a shield up to 400 Health.
Your team gains 8 Armor and Magic Resist. After falling below 50% Health, increase this to 40 for the rest of combat.
Round start Completed Items on benched champions turn into one of their recommended items. Gain a random completed item.
Gain a Red Buff. Your Burns deal 50% increased damage.
For the next 3 player combats, you cannot use your shop. After, gain 24 gold and a Completed Item Anvil.
Choose 1 of 3 components. For the next 2 rounds, gain a copy of that component.
After casting an Ability, champions gain 15% Omnivamp for 3 seconds. Excess healing is converted to a shield up to 500 Health.
After you earn 50 gold in interest, gain 25 gold. Your max interest is increased to 7. Gain 4 gold now.
Gain an Archangel's Staff. Archangel's Staff grants 2 additional Mana Regen if its holder has 90% or more Ability Power.
Your team gains 8% Attack Damage and 5 Mana. Gain a B.F. Sword and a Tear of the Goddess.
When an ally is healed, they deal 50% of the healing to their target as magic damage. Every 5 seconds, allies heal for 4% of their max Health.
For the next 5 combats, your team size is 1 but the champion you field has massively increased stats. Gain 1 XP for every kill they get. Afterwards, gain 2 item components.
Gain a Guinsoo's Rageblade. When 2 players are eliminated, gain 40 gold.
Champions restore 5% of their max Health every 4 seconds. Increase the healing by 0.5% for every 10 missing player Health.
Gain 2 random Emblems and 1 gold.
Gain 2 random Emblems, a Reforger, and 2 gold.
Collect Golden Balls by defeating players in combat. Collect all 7 for a reward, then restart the quest with more powerful rewards.
Gain a 2-star 1-cost champion to start your journey.
Each of your allies with 3 items equipped emits 2 arcs of lightning every 5 seconds, dealing 240-270 magic damage based on stage.
Gain a Bloodthirster. Combat start: Allies holding Bloodthirsters lose 20% Health but gain a 30% Health shield and 10% Attack Damage.
Gain a Mogul's Mail. Champions holding Mogul's Mail take up 2 team slots but gain 700 Health and 20% Durability.
Gain a random item component. Every 2200 Mana your team spends grants an additional component .
Gain a Bramble Vest. Your Bramble Vests deal 20-170% more damage (based on Stage).
Disable your Shop for the next 3 rounds. Then gain 32 XP.
For the next 3 players eliminated, choose one of their completed items to keep.
Gain a Training Dummy equipped with a random emblem that fires ranged attacks at enemies. It upgrades as the game goes on.
Gain a locked chest each Stage between now and Stage ?. Unlock each chest when you spend ? gold on Shop rerolls. These chests persist until opened.
Gain 2 3-cost champions.
Combat Start: 3 random 3-cost champions gain 220 Health and 20% Attack Speed.
Gain 1 reroll for every 2 unique 2-cost champions fielded last player combat. Gain 1 2-cost champions.
When you field exactly 2 copies of a champion, they both gain 500 Health. When one copy dies, the other gains a 40% max Health Shield for 12 seconds. When you 3-star, gain a 2-star copy.
Gain a random 2-star 2-cost and 2 random 2-star 1-cost champions.
Every round, your team gain 5% Attack Damage and Ability Power. Champions start with 1 stack of this effect, and can stack up to 4 times.
If you win your next player combat, gain a Spatula. If you lose, gain a Frying Pan. Gain a component anvil and 6 gold now.
Gain a Steadfast Heart. Every 10 seconds of combat its holder survives, Steadfast Heart gains additional ? permanent max Health.
Gain a 2-star 2-cost champion. After dealing 80 player damage, gain a chest of high cost champions and items.
Your team gains 5% Critical Strike chance, and their Abilities can critically strike. If an Ability critically strikes, restore 9% of your Mana over 3 seconds.
Gain a random 1-cost champion. Gain another copy of them at the start of each round for the rest of the game.
Zilver
Champions that aren't holding items have a 40% chance to drop 1 gold on death.
For the next stage, you only get 2 bench slots. After, get 2 item components.
Gain a Garen. Your strongest Garen becomes a Fighter. He no longer Heals, but deals more damage and executes weak enemies.
Gain a Kennen. Your strongest Kennen becomes a ranged Marksman. He throws piercing Shurikens that can stun and deal magic damage.
Gain a Malphite. Your strongest Malphite becomes a Fighter, gaining increased Attack Speed. He now charges at nearby enemies, knocking them up and dealing heavy damage.
Gain a Zac. Your strongest Zac becomes a Specialist. He now bounces around the battlefield dealing damage in a one hex radius.
Your champions that start combat with no adjacent champions gain a 20% max Health shield for 10 seconds.
Gain 1% Attack Damage and 1.5% Ability Power for each non-unique Trait active across your team.
Every 4 attacks an ally takes, they deal 30-90 (based on current Stage) magic damage to nearby enemies (1 second cooldown).
Gain 1 random completed item.
Combat start: Grant units with adjacent allies a 130 Health Shield for 8 seconds. This Shield stacks.
Allies without items equipped gain 30 Armor and Magic Resist.
Gain 1 random component, 2 gold, and 1 random 5-cost champion.
Round start: items on your bench are randomized.
Gain 1 random component.
Champions on your board permanently transform into random champions 1 cost tier higher (max 5). Gain 2 Magnetic Removers.
After 10 seconds of combat, your team heals 40% of their missing Health.
You cannot perform actions for the next 3 rounds. Afterwards, gain 17 gold.
Gain 1 Thief's Gloves.
Allies isolated in pairs gain 10% Attack Speed and 13 Armor at the start of combat.
Allies that start combat next to an ally with over 1750 Health gain 10% Durability. Gain a Giant's Belt.
When you reach Level 9, gain 36 gold.
Champions on your bench permanently gain 30 Health, 3% Attack Damage, and 3% Ability Power every round. Champions start with 1 stack of this effect, and can stack up to 4 times.
Gain a Lesser Champion Duplicator. Gain another after 5 player combats.
Gain a random 2-cost champion now. Gain the same one again every time you level up.
After 12 seconds of combat, your team gains 20% Damage Amp.
Gain 10 free Shop rerolls.
Gain 1 random component and 2 random 3-cost champions.
Whenever you would get a component, gain a component anvil instead. Gain a random component now.
Enemies have a 25% chance to drop loot when killed.
When an enemy dies, the nearest ally is healed for 220.
Gain a component anvil and 3 gold.
After 8 player combats, gain an Artifact anvil.
Gain a copy of each 1-cost champion.
Gain 1 1-cost champion, 1 2-cost champion, and 1 3-cost champion.
Your team gains 6% Attack Speed. After each round, they gain 0.5% more.
Your Tactician loses 20 Health, but after 7 player combats, gain 30 gold.
Gain 10 XP.
You can always move freely on Carousel rounds. Gain 5 gold.
Your team gains 30 Health for each ally that starts combat in the front row.
Gain a random Emblem.
Gain a random Emblem and a Reforger.
Set your win streak to 4. Gain 4 gold.
Starring up a champion grants them one of the following: 100 Health, 6% Durability, 10% Ability Power, 10% Attack Damage, 10% Attack Speed. Bonuses stack.
Your team gains 5% Damage Amp. 50% of overkill damage is dealt to the nearest enemy as magic damage.
Each time an ally dies, allies that share at least one trait with them gain 3% Ability Power, 3% Attack Damage, 3 Armor, and 3 Magic Resist.
Gain 8 gold and 1 XP.
Gain 12 gold and 3 XP.
Gain a Recurve Bow. After your team attacks 1000 times, gain 2 more.
Gain a Sparring Glove. After your team's attacks critically strike 320 times, gain 2 more.
Gain a Needlessly Large Rod. After your team deals 38000 magic damage, gain 2 more.
Gain a B.F. Sword. After your team deals 65000 physical damage, gain 2 more.
Gain a Tear of the Goddess. After your team spends 6500 Mana, gain 2 more.
Enemy champions in the first two rows lose 4 Armor and Magic Resist every 2 seconds.
Whenever you craft a completed item, gain 2 rerolls.
You heal for 12% of the damage you deal to enemy Tacticians. Your team gains 10% Omnivamp.
Lose all champions on your board and bench. Gain a Training Dummy with 60% of their combined Health. The Training Dummy gains 1000 Health per stage. Gain a non-Tank 2-star 2-cost champion.
For the next 4 carousels, gain a second copy of the champion taken. Gain 4 gold now.
For every 15 ally champions that die, gain a random component (max 3).
Gain a random component. For every 18 ally champions that die, gain another component (max 2).
Gain 12 gold, then flip a coin. If heads, gain 4 more gold.
Your champion that starts combat in the center of the front row gains 15% Damage Amp and 25% max Health.
Each round, steal a random 3-cost or lower champion from the shop. Gain 1 gold.
The next 1-cost champion you buy is 3-star. Gain 2 gold.
Allies that start combat in the back row begin combat at 80% Health but gain 16% Damage Amp.
Combat start: Allies grant other adjacent allies 7 Armor and Magic Resist. This effect stacks.
Sell your board and bench. Gain 4 random 2-star 1-cost champions. Disable your Shop for the next 3 rounds.
Allies that start in the back two rows split 60 total Mana after 6 seconds of combat.
For each unique item they are holding, your team gains 1% Attack Damage and 1% Ability Power.
Gain a random 2-star 2-cost champion and 1 gold.
Your team gains 2 Armor and Magic Resist for each ally that starts combat in the front two rows.
Roll a die. Gain rewards based on the number rolled.
Your team gains 10% Attack Damage. Every 5 seconds, they gain 5% more.
Gain 4 rerolls now. Each round, gain 1 free rerolls if you did not buy a champion last round.
Your team gains 1% Attack Speed. Gain 8 gold.
Your team gains 1% Attack Speed. Gain 14 gold.
Get 2 Pocket Recombobulators, a consumable that transforms a 1 or 2-cost champion into one of a higher cost. They keep their Star level. Also receive 2 Reforgers.
Your next augment is one tier higher.
For every 1 unused Augment Reroll, gain 3 free shop rerolls. Gain 1 gold.
Remove all champions on your board and bench. Gain 2 random 2-star 3-costs, 3 2-star 2-costs, and 1 2-star 1-cost champion.
Your next shop and every 4 shops will contain all 3-cost champions. Gain 5 rerolls.
Gain a random Silver Augment and 2 gold.
Gain a random Silver Augment and 4 gold.
Gain a random Silver Augment and 7 gold.
Gain a Giant's Belt. After a champion starts combat with more than ? max Health, gain a Warmog's Armor.
Twice per stage, gain a random champion. Its cost increases by Stage. This effect ends after receiving 1 5-cost champion.
Gain 2 random item components.
Gain 4 gold. After 3 players are eliminated, gain 100 more gold.
After the next 2 carousels, gain one champion that was not taken and its item. Gain 1 gold.
Gain a giant Training Dummy with increased Health (increases with Stage). Every 4 seconds, it zaps the 3 nearest enemies dealing 5% max Health true damage.
Increase your current and max player Health by 25. On carousel rounds you are released earlier, but are much slower.
If you have exactly 2 allies in your first row, grant them 100 bonus Health, 35 Armor, and 35 Magic Resist.
Whenever your team has fewer allies alive than your opponent, regenerate 4% missing Health each second (Max: 150).
Whenever you star up a champion that you fielded last combat, gain 1 free Shop rerolls. Gain 6 gold.

