TFT Set 16: Lore & Legends Augments
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.
When you reach level 9, immediately level to 10 and gain 2 free Shop rerolls. Gain 6 XP now.
Gain a random Emblem and a completed item anvil. Allies that share a trait with that Emblem gain 25% Attack Speed.
Gain 4 Needlessly Large Rods. Your Needlessly Large Rods grant +5% Attack Speed.
Buying XP costs 1 less. Gain 2 Health and 2 free rerolls whenever you level up.
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 3 random Emblems, a Reforger, and 4 gold.
Gain 3 random Emblems, a Reforger, and 2 gold.
Gain a Deathblade. Deathblades permanently gain ?% Attack Damage whenever their holders score a takedown.
Gain a random Emblem. After 3 rounds, gain a Tactician's Cape.
Gain 4 B.F. Swords. Your B.F. Swords grant +5% Attack Speed.
Gain an Artifact anvil. Your team gains 20 Health for each item equipped on champions.
Gain a Mogul's Mail. In 5 rounds, gain a Gamblers Blade.
Gain 2 Hands of Justice. Allies equipped with Hand of Justice can critically strike with their Abilities.
Gain a random Prismatic Augment and 7 gold.
Gain a random Prismatic Augment and 3 gold.
Gain a Red Buff, a Blue Buff, and a Champion Duplicator.
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.
After 4 player combats, gain 1 of every item component. Gain a random component now.
Gain 7 gold now and every round for the rest of the game.
Gain a Golden Item Remover and 4 random components.
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.
Gain a Champion Duplicator, 18 Shop rerolls, and 10 gold.
Gain 40 gold. After every combat, gain 1 Shop reroll for every 10 gold above 50 (max 80 gold).
Gain 26 gold. After every combat, gain 1 Shop reroll for every 10 gold above 50 (max 80 gold).
In 3 rounds, choose a new augment of the same tier. Gain 6 gold now.
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 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.
Gain 50 XP.
Your team becomes large, gaining 200 Health and 10% max Health.
Gain 1 random Artifact. When you drop below 40 Health, gain 3 more random Artifacts.
Gain 1 random Emblem. At the start of every Stage, gain a random Emblem. Your team gains 40 Health for each Emblem they are holding.
Now and at the start of the next 2 stages, roll 3 dice. Gain various rewards based on their total.
Gain a Rabadon's Deathcap. Rabadon's Deathcaps permanently gain ?% Ability Power whenever their holders score a takedown.
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.
Your team gains 5 Health and 0.4% Attack Speed per missing player Health.
Your team gains 3% Damage Amp and 4 Armor and Magic Resist for each Bronze-tier trait.
Gain 4 Giant's Belts. Your Giant's Belts grant +85 bonus Health.
Combat start: Your team gains 2% Attack Damage and Ability Power per second for 10 seconds. At max stacks, deal 12% bonus true damage.
Gain 2 player Health and 2 gold after every player combat. Your Tactician also moves faster. Gain 15 gold now.
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 a Rascal's Gloves item. This equips 2 random Radiant items every round.
Round start: items on your bench are randomized.
Gain 1 random Radiant item.
When you level up, gain a number of free shop refreshes equal to your level+1. Gain 2 gold.
Gain 25 gold. Your max interest is increased to 10.
Your team gains 25% Critical Strike Chance and 10% Critical Strike Damage, and their Abilities can critically strike.
Enemies have a 40% chance to drop loot when killed.
Gain a random item component now and at the start of the next 5 rounds.
Buying XP costs 5 player health instead of 4 gold. Heal 3 player health before each player combat. Gain 6 now.
Thief's Gloves will always give your champions recommended items. Gain 2 Sparring Gloves now, then another after 4 player combats.
Thief's Gloves will always give your champions ideal items. Gain 2 Sparring Gloves.
Gain an Artifact anvil now and after every 8 player combats.
Gain +2 max team size and your team gains 4% Durability, but you take double player damage when you lose a player combat.
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 16 free Shop rerolls now and 2 every round for the rest of the game.
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.
Choose 1 of 5 Radiant items. Gain a Magnetic Remover.
When you buy XP, gain an additional 2. Gain 8 immediately.
Each time your Shop is rerolled, you have a 50% chance to gain a free reroll.
Your team gains 25% Omnivamp. Excess healing is converted to a shield up to 1000 Health.
Combat start: Champions holding 2 items gain a random 3rd completed item. Gain 2 random component now.
Gain 2 Thief's Gloves. After 3 player combats, gain another.
Gain 2 Thief's Gloves. After 6 player combats, gain another.
Gain 2 Thief's Gloves. After 8 player combats, gain another.
Gain a Lucian & Senna and a 2-star Vayne. Vayne fires additional bolts at enemies afflicted with Black Mist and on takedown, grants Attack Speed to Lucian & Senna.
Gain a Shyvana and a 2-star Jarvan IV. When Jarvan casts, Shyvana gains Shield. When Shyvana casts, Jarvan jumps in and deals damage based on his Armor and Magic Resist. After every player combat, gain a Jarvan IV.
Gain an Ambessa and a Kindred. When Kindred casts, Ambessa always gains their protection against death and gains Attack Damage while protected. When Ambessa casts, Wolf strikes all enemies hit, dealing reduced damage.
Gain 1 Xin Zhao and a Bloodthirster. Xin Zhao becomes an Attack Fighter. After 5 player combats as a 3-star, unlock Zaahen.
At the start of the next 2 stages, gain a Lesser Champion Duplicator.
Gain 2 Lesser Champion Duplicators, a Yasuo, and a B.F. Sword. Reach level 10 and field 10 unique Ionians to unlock a Prismatic Upgrade.
Gain 2 Emblems from random Region traits. Gain 2 XP every player combat, increased to 6 XP if 4 or more Region traits are active.
Gain 3 random elemental hex augments. Future augment rounds instead grant you items and gold based on the augment's tier.
Gain 10 gold. Gain an Azir on Stage 3-5. Each time you unlock a Shuriman, gain an ideal item for them.
For every Yordle you've unlocked or unlock, gain 2 gold. Reach level 10 and field 10 unique Yordles to reveal the Bandle Path's secret. Gain a Tristana and Teemo.
Your team becomes small, gaining 30% Attack Speed and Movement Speed.
Gain a powerful and random reward.
You no longer gain interest. Gain 8 gold now. Round start: gain 4 XP.
Gain a random 1-cost champion. Gain another copy of them at the start of each round for the rest of the game.
Gain a 2-star 2-cost champion. After dealing 80 player damage, gain a chest of high cost champions and items.
Gain a Steadfast Heart. Every 10 seconds of combat its holder survives, Steadfast Heart gains additional ? permanent max Health.
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.
Every round, your team gain 6% Attack Damage and Ability Power. Champions start with 1 stack of this effect, and can stack up to 4 times.
Gain a random 2-star 2-cost and 2 random 2-star 1-cost champions.
Gain 1 reroll for every 2 unique 2-cost champions fielded last player combat. Gain 1 2-cost champions.
Gain 2 3-cost champions.
Combat Start: 3 random 3-cost champions gain 220 Health and 20% Attack Speed.
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 3 random 2-star 3-cost champions and 3 gold.
Gain a Bramble Vest. Your Bramble Vests deal 20-170% more damage (based on Stage).
Gain a random item component. Every 2200 Mana your team spends grants an additional component .
Gain a Mogul's Mail. Champions holding Mogul's Mail take up 2 team slots but gain 700 Health and 20% Durability.
Gain a Bloodthirster. Combat start: Allies holding Bloodthirsters lose 20% Health but gain a 30% Health shield and 10% Attack Damage.
Gain 2 random Emblems, a Reforger, and 2 gold.
Gain 2 random Emblems and 1 gold.
Champions restore 5% of their max Health every 4 seconds. Increase the healing by 0.5% for every 10 missing player Health.
Gain a Guinsoo's Rageblade. When 2 players are eliminated, gain 40 gold.
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.
Your team gains 8% Attack Damage and 5 Mana. Gain a B.F. Sword and a Tear of the Goddess.
Gain an Archangel's Staff. Archangel's Staff grants 2 additional Mana Regen if its holder has 90% or more Ability Power.
After you earn 50 gold in interest, gain 30 gold. Your max interest is increased to 7. Gain 4 gold now.
Choose 1 of 3 components. For the next 2 rounds, gain a copy of that component.
Gain a Red Buff. Your Burns deal 50% increased damage.
Gain a Protector's Vow. Protector's Vow grants its holder 20% additional Mana from all sources.
Your team gains 8 Armor and Magic Resist. After falling below 50% Health, increase this to 40 for the rest of combat.
If your team has exactly 2 4-cost champions, they each gain 504 Health and 28% Attack Speed. Gain a random 4-cost.
Champions that fight in player combat cannot be benched or sold. Your team gains 1% Health, and 1.5% Attack Damage and Ability Power after player combat.
Gain 10 gold. For the next 2 rounds, enemy champions drop 2 gold when killed.
Gain 8 free Shop rerolls. On Stage 4-5 and 6-2, gain a Champion Duplicator.
Roll 3 dice. Gain rewards based on their total.
Gain a random Emblem. Your 3-cost champions and all allies equipped with an Emblem gain 200 Health and 12% Attack Speed.
Gain 2 XP at the start of player combat rounds. Your 5-cost champions gain 12% Health and 12% Attack Speed.
The first time each ally falls below 35% Health, they restore 20% maximum Health.
Gain a Giant Slayer. Giant Slayers gain their Damage Amp against all enemies instead of just Tanks.
Gain a Spirit Visage. Every 5 seconds, Spirit Visage heals allies within 1 hex for 7.5% of their missing Health.
Gain a Gargoyle Stoneplate. Combat start: Allies holding Gargoyle Stoneplate gain 20% max Health if they're the only one in their row.
Gain 4 gold now. On Stage 3-7, gain an Infinity Force. Infinity Force gives allies in the same row a 15% Health shield.
In 3 rounds, choose a new augment of the same tier. Gain 4 gold now.
Now and at the start of the next 2 Stages, receive a care package with loot and 3 gold.
Gain an Ionic Spark. Your Ionic Sparks have +3 hex radius and do 20% more damage.
Gain 2 Lesser Champion Duplicators and 14 gold.
Gain 2 Lesser Champion Duplicators and 8 gold.
Your team gains ? Health and size for each time you've rolled this game. Gain 5 gold.
Gain a Crown of Demacia, which provides significant bonuses to the wearer. If the holder dies, lose the round.
You cannot choose your Carousel rewards. Gain an additional 6 player Health and 8 Gold each carousel round.
Gain a Sparring Gloves. Your team gains 8% Attack Speed and 20% Critical Strike Chance.
Lose all champions on your board and bench. Gain a Golem with 60% of their combined Health and 50% of their combined Attack Damage. The Golem gains 1200 Health per stage. Gain a non-Tank 2-star 2-cost champion.
Gain a random Gold Augment and 6 gold.
Gain a random Gold Augment and 3 gold.
Allies that start combat in the back row begin combat at 80% Health but gain 30% Damage Amp.
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.
Gain 21 gold.
Every 5th attack deals bonus true damage equal to 200% Basic Attack Damage.
Lose all your gold. After 5 player combats, gain back the original amount and another 70 gold.
Gain 2 random completed items that build from B.F. Sword.
Gain 2 random completed items that build from Needlessly Large Rod.
After 10 seconds of combat, your champions gain 8% Attack Speed and attacks also hurl 2 delicious projectiles that deal 25 (%i:scaleAD%%i:scaleAP%) magic damage.
Gain a Sunfire Cape. Your team gains 12% Omnivamp when attacking Burning enemies.
Now and at the start of the next 3 rounds, gain 10 XP.
Now and at the start of the next 3 rounds, gain 7 XP.
Gain a Lucky Item Chest and a Magnetic Remover and 10 gold.
When you reach Level 8, gain 20 Shop rerolls.
Gain 2 random 5-cost champions and 2 copies of a random component.
Gain a Tear of the Goddess. Your team gains 1 Mana Regen. After 12 seconds in combat, increase this to 3.
Gain a Needlessly Large Rod and a Chain Vest. Your team gains 8 Ability Power and 6 Armor.
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.
The next 1-cost champion you buy is 3 star. Gain 2 gold.
Your team gains 10% Attack Speed every 3 seconds in combat.
At the start of combat, allies gain 25% Attack Speed for 3 seconds. On takedown, allies dash to their next target and gain this bonus again.
Your team gains 3% Damage Amp for each Bronze-tier trait.
Allies gain 10 Armor and Magic Resist, increased by 3 per player level.
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.
Gain a 2-star 5-cost champion holding a recommended item. You cannot field it until Stage 4-2.
After 8 seconds of combat, stun the enemy team for 1.5 seconds. Repeat this after 18 seconds of combat.
Gain 33 Gold. Your next augment is one tier lower.
Gain 20 Gold. Your next augment is one tier lower.
Your team gains 44 Health, 4% Attack Damage, 4% Ability Power, 4 Armor, 4 Magic Resist, 4% Attack Speed, and 4 Mana.
The first 1-cost and 2-cost champions you buy are instantly upgraded to 2-star. Gain 7 gold.
Round start: items on your bench are randomized.
Gain 2 random components.
After player combat, gain 2 XP if you won or 3 XP if you lost.
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.
Your team gains 20% Critical Strike Chance, and their Abilities can critically strike.
When an enemy dies, the nearest ally is healed for 500.
Enemies have a 30% chance to drop loot when killed.
After 12 seconds of combat, gain 40% Damage Amp.
Gain 3 random components, 2 gold, and 1 Reforger.
Gain a component anvil when you reach level 5, 6, 7, and 8.
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).
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.
At the start of every round, champions on the 3 rightmost bench slots transform into random champions of the same cost. Gain 6 gold.
Gain 4 random 1-cost champions now. If your bench is full at the end of player combat, gain 3 XP.
Allies isolated in pairs gain 15% Attack Speed and 22 Armor at the start of combat.
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.
Gain a free Shop reroll every round. Gain 2 gold.
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).
Choose 1 of 4 Artifacts.
Allies without items equipped gain 50 Armor and Magic Resist.
You no longer gain interest but gain 3 gold at the start of every player combat round. Gain 3 gold now.
Your champions that start combat with no adjacent champions gain a 30% max Health shield for 10 seconds.
If there are no champions on your bench at the end of player combat, gain 3 XP.
Your team gains 18% Omnivamp. Excess healing is converted to a shield up to 400 Health.
After losing your combat, gain 2 gold and a free Shop reroll.
Gain a 2-star Teemo. Singed's damage refreshes Teemo's poisons, and every 100 magic damage Teemo deals grants your strongest Singed 2% Ability Power. Gain a Teemo after each player combat.
Gain a Time Undilator, a dangerous bomb that destroys ALL units in an X-pattern at the start of combat. Also, something is terribly wrong with your shop...
Zaunites explode into Shimmer on death, dealing 30% of their max Health to 2 nearby enemies as magic damage. Gain a Blitzcrank, an Ekko, and a Vi.
3-star Yordles become massive, moving slower but gaining 15% Health and 35% Attack Damage and Ability Power. Gain a Rumble and Lulu.
Gain 2 Xin Zhao. Your strongest Xin Zhao constantly strikes nearby enemies and executes enemies. After 5 player combats as a 3-star, unlock Zaahen. He replaces Xin Zhao and takes his items.
At the start of each round, if the combined Health of all your unique Bruisers is high enough, gain a reward and increase the threshold (up to four times). Gain a Shen and a Sion.
Gain a Lesser Champion Duplicator and a Yasuo. Reach level 10 and field 10 unique Ionians to unlock a Prismatic Upgrade.
Gain a Spatula. Champions holding Spatula or Frying Pan items gain 15% Attack Speed and 2 Mana Regen.
Choose 1 of 4 Darkin Weapons. Darkin Weapons are Artifacts that grant the Darkin trait.
Gain a Spear of Shojin and a Leona. On Stage 3-7, gain a Taric.
Gain a 2-star Viego. Your strongest Viego shares 30% of his Passive with other Shadow Isles allies. After collecting 100 souls, his Ability upgrades.
When the Piltover invention triggers for the first time each combat, gain a random number of Piltover champions that cost between 1 and 3 gold. Gain a Caitlyn and a Vi.
Every takedown Atakhan scores permanently grants him 1% Ability Power and 40 max Health. Gain a Briar and a Sion.
Your team gains 10% Damage Amp, increased to 15% if the Noxus trait is active.
Gain a Qiyana, a Neeko, and a Milio. Increase your current and max player Health by 10.
Demacians gain 3 permanent Health every time they rally. They also gain 1.5% permanent Attack Damage and Ability Power every 3 rallies. Gain a Jarvan IV, a Sona, and a Xin Zhao.
Your team gains 8% Durability, increased to 12% if the Ionia trait is active.
Reach level 10 and field 10 unique Yordles to reveal the Bandle Path's secret. Gain a Lulu and a Rumble.
Arcanists gain 1 Mana Regen. After every 150 Mana they spend, a magical effect hits the board. Gain a Neeko and an Ahri.
Gain 1 random component(s) and 10 XP now. After each player combat, if there are no items on your bench (other than consumables), gain 2 XP.
Gain 1 random component(s). After each player combat, if there are no items on your bench (other than consumables), gain 2 XP.
The next 4-cost champion you buy with gold is instantly upgraded to 2-star. Gain 5 gold.
Gain 7 gold now and 1 gold every round.
Gain 2 item components. Every 5 wins gives you an item component.
Now, and at the start of every stage, gain 8 XP and 2 free rerolls.
Now, and at the start of every stage, gain 4 XP and 2 free rerolls.
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 2 Lesser Champion Duplicators and 5 gold.
Gain 2 Training Dummies. Combat start: Your Training Dummies launch themselves towards a group of enemies and Stun them for 1.25 seconds.
Whenever you star up a champion that you fielded last combat, gain 2 free Shop rerolls. Gain 2 gold.
If you have exactly 2 allies in your first row, grant them 100 bonus Health, 45 Armor, and 45 Magic Resist.
Increase your current and max player Health by 25. On carousel rounds you are released earlier, but are much slower.
After the next 2 carousels, gain one champion that was not taken and its item. Gain 1 gold.
Gain 4 gold. After 3 players are eliminated, gain 100 more gold.
Gain 2 random item components.
Twice per stage, gain a random champion. Its cost increases by Stage. This effect ends after receiving 1 5-cost champion.
Gain a random Silver Augment and 4 gold.
Gain a random Silver Augment and 2 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 augment is one tier higher.
Your team gains 1% Attack Speed. Gain 14 gold.
Your team gains 1% Attack Speed. Gain 8 gold.
Each round, gain 2 free rerolls if you did not buy a champion last round.
Your team gains 10% Attack Damage. Every 5 seconds, they gain 5% more.
Roll a die. Gain rewards based on the number rolled.
Your team gains 2 Armor and Magic Resist for each ally that starts combat in the front two rows.
Sell your board and bench. Gain 4 random 2-star 1-cost champions. Disable your Shop for the next 3 rounds.
Allies that start combat in the back row begin combat at 80% Health but gain 17% Damage Amp.
Each round, steal a random 3-cost or lower champion from the shop. Gain 1 gold.
Your champion that starts combat in the center of the front row gains 15% Damage Amp and 25% max Health.
Gain a random component. For every 18 ally champions that die, gain another component (max 2).
For every 15 ally champions that die, gain a random component (max 3).
For the next 4 carousels, gain a second copy of the champion taken. Gain 4 gold now.
Lose all champions on your board and bench. Gain a Training Dummy with 80% of their combined health. The dummy gains 1500 Health per stage. Gain a non-Tank 2-star 2-cost champion.
Whenever you craft a completed item, gain 2 rerolls.
Enemy champions in the first two rows lose 4 Armor and Magic Resist every 2 seconds.
Gain a Tear of the Goddess. After your team spends 7800 Mana, gain 2 more.
Gain a Tear of the Goddess. After your team spends 6500 Mana, gain 2 more.
Gain a B.F. Sword. After your team deals 82000 physical damage, gain 2 more.
Gain a B.F. Sword. After your team deals 65000 physical damage, gain 2 more.
Gain a Needlessly Large Rod. After your team deals 45000 magic damage, gain 2 more.
Gain a Needlessly Large Rod. After your team deals 38000 magic damage, gain 2 more.
Gain a Sparring Glove. After your team's attacks critically strike 385 times, gain 2 more.
Gain a Sparring Glove. After your team's attacks critically strike 320 times, gain 2 more.
Gain a Recurve Bow. After your team attacks 1200 times, gain 2 more.
Gain a Recurve Bow. After your team attacks 1000 times, gain 2 more.
Gain a Giant's Belt. After your team takes 90000 damage, gain 2 more.
Gain a Giant's Belt. After your team takes 75000 damage, gain 2 more.
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.
Set your win streak to 4. Gain 4 gold.
Gain a random Emblem and a Reforger.
Gain a random Emblem.
Your team gains 30 Health for each ally that starts combat in the front row.
Gain 10 XP.
Your Tactician loses 20 Health, but after 7 player combats, gain 30 gold.
Gain 1 1-cost champion, 2 2-cost champions, and 1 3-cost champion.
Gain a copy of each 1-cost champion.
After 8 player combats, gain an Artifact anvil.
Gain a component anvil and 3 gold.
When an enemy dies, the nearest ally is healed for 220.
Enemies have a 25% chance to drop loot when killed.
Whenever you would get a component, gain a component anvil instead. Gain a random component now.
Gain 1 random component and 2 random 3-cost champions.
Gain 10 free Shop rerolls.
Gain a random 2-cost champion now. Gain the same one again every time you level up.
Gain a Lesser Champion Duplicator. Gain another after 5 player combats.
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.
When you reach Level 9, gain 36 gold.
Allies that start combat next to an ally with over 1750 Health gain 10% Durability. Gain a Giant's Belt.
Allies isolated in pairs gain 10% Attack Speed and 13 Armor at the start of combat.
Gain 1 Thief's Gloves.
After 10 seconds of combat, your team heals 40% of their missing Health.
Champions on your board permanently transform into random champions 1 cost tier higher (max 5). Gain 2 Magnetic Removers.
Round start: items on your bench are randomized.
Gain 1 random component.
Gain 1 random component, 2 gold, and 1 random 5-cost champion.
Allies without items equipped gain 30 Armor and Magic Resist.
Gain 1 random completed item.
Gain 1% Attack Damage and 1.5% Ability Power for each non-unique Trait active across your team.
Your champions that start combat with no adjacent champions gain a 20% max Health shield for 10 seconds.
Your team gains 12% Omnivamp. Excess healing is converted to a shield up to 200 Health.
Gain a Wood Hex. Champions within gain 15% max Health. After combat, they permanently gain 55 Health.
Gain a Water Hex. Champions within gain 3 Mana Regen. Their damage 30% Shreds enemies for 5 seconds.
Gain a Rumble. Your strongest Rumble gains +7 Range and constantly fires missiles at enemies, increased with Attack Speed.
Gain an Illaoi. Your strongest Illaoi becomes a Fighter. Her Ability is replaced with an airborne slam that's recast when she kills her target.
Gain a Fire Hex. Champions within gain 15% Attack Damage and Ability Power. Their damage 1% Burns and 33% Wounds for 6 seconds.
Gain an Earth Hex. Champions within gain 40 Armor and Magic Resist. At 50% Health, they Stun enemies within 2 hexes for 2 seconds.
Gain an Air Hex. Champions within gain 25% Attack Speed and their damage 30% Sunders enemies for 5 seconds.
For the next stage, you only get 2 bench slots. After, get 2 item components.
Champions that aren't holding items have a 40% chance to drop 1 gold on death.

