TFT Set 16: Lore & Legends

TFT Set 16: Lore & Legends is the latest Teamfight Tactics set yet, and it will take players to an Runeterra themed battlefield filled with references to your favorite regions likes Shurima and Demacia!
What's New
Here is a sneak peek into the new TFT Set 16: Lore & Legends!
Set 16 Unlockable Units Info
- Unlock more champions for your shops by fulfilling various requirements. This resets every single game, meaning there is a lot of potential for fresh gameplay.
- There is base of 60 champions and 40 unlockable champions.
- You are guaranteed to hit 1 copy of the unlocked champion in your shop after you fulfill the requirement.
- Unlockable champions can be as strong as 7-cost units depending on the degree of difficulty for unlocking them.
- One of this set's goals was to enable for flex play -- many of the unlockable units will be playable on any board in any circumstance!

New Set Mechanic: Unlockable Units
7 Aurelion Sol
Field in combat: 5 unique Targonians
Passive: For every 250 ability damage dealt to enemies in player combat, gain Stardust. Stardust makes The Skies Descend more powerful. (Current Stardust: None)
Active: Crash a star on target, dealing 525 / 725 / 5000 (
) magic damage in a 2 hex radius.
Stardust Upgrades:
) additional magic damage in a 3 Hex radius.
) additional magic damage in a 3 Hex radius.
) magic damage split between living enemies.
) magic damage split between living enemies.
7 Baron Nashor
Req. Lvl 10 - Field 7 unique Void units
Passive: Immune to Crowd Control effects. Attacks deal damage in a line on target. If no enemies are in range, dash to the next one and knock up adjacent enemies on arrival.
While in the Void Rift, erupt a tentacle below a random enemy every 3 / 3 / 0.25 seconds that knocks them up for 1.5 seconds.
Active: Slam and erect spikes in a 2 hex circle, dealing ? (![]()
) physical damage to enemies hit. Then over 3 seconds, spit 10 globs of acid that deal ? (![]()
) physical damage.
7 Brock
Collect 500 Ixtal Sunshards over the course of the game
Passive: Immune to crowd control effects. Attacks briefly knock up the target and deal 50% damage in a 1 hex radius around them.
Active: Slam the ground, dealing ? (![]()
) physical damage to ALL enemies, reduced by 15% for each hex from the center (down to 40%.) If this is the first time they've been hit by Seismic Slam this combat, knock them up for up to 1.75 seconds. 12 / 12 / 99 rocks fall around the battlefield, each dealing ? (![]()
) physical damage to enemies hit.
7 Ryze
Req. Lvl 9 - Field in combat: 4 Region Traits together
Release a runic blast, dealing 255 / 460 / 1500 (
) magic damage. It splits in two, dealing 33% of the damage to the closest two enemies. Each secondary blast splits an additional time.
Bilgewater: Blasts explode on impact, dealing 18% of the damage as physical damage to adjacent enemies.
Demacia: Execute targets below ? (![]()
) Health.
Freljord: Chill targets for 2 seconds and deal ? (
) bonus true damage.
Ionia: Blasts split an additional time, dealing 50% damage.
Ixtal: Gain a random Region's effect on combat start and every 10 seconds.
Noxus: Blasts now pierce targets, dealing 60% reduced damage per enemy hit.
Piltover: Every third cast is Overcharged, dealing 40% more damage.
Shadow Isles: Increase blast damage by ? (Base AD).
Shurima: Knock up enemies for 0.5 seconds, with a chance to dredge up Gold or Treasures.
Targon: Heal the lowest Health ally for 10% of the damage dealt.
Void: Ignore 30% of enemies' Armor and Magic Resistance.
Yordle: Shrink targets hit, lowering their damage by 8% percent for 4 seconds.
Zaun: Poison targets, dealing 15 / 30 / 500 magic damage ? (
) times over 4 seconds.
7 Sylas
Sell a 2-star Jarvan and a 2-star Garen
Cast one of three spells:
Cataclysm: Leap on a nearby enemy. Deal ? (
) magic damage to all enemies within 2 hexes and Stun them for 1.5 / 1.75 / 30 seconds.
Demacian Justice: Deal ? (
) magic damage to target. If they are below 15% max Health, execute them.
Final Spark: Gain ? (
) Shield for 1.25 seconds. Deal ? (
) magic damage to all enemies in a line.
7 Zaahen
Have the 'Trials of Twilight' Augment and Field a 3-star Xin Zhao for 5 combats
Dash around target and slash in a circle, dealing ? (![]()
) physical damage to target and ? (![]()
) physical damage to all other adjacent enemies hit. If the target doesn't die, immediately cast again.
If this Ability is cast 22 times in a row, instead slam on target, instantly killing them and dealing ? (![]()
) physical damage to all enemies within 3 hexes.
5 Aatrox
Req. Lvl 8 - Field in combat: A champion who starts combat with 40% Omnivamp
Slash in a line, dealing ? (![]()
) physical damage to enemies hit and 20% Sundering them for 4 seconds.
Swipe in a cone, dealing ? (![]()
) physical damage to enemies hit and knocking them up for 1 second.
Slam on target, dealing ? (![]()
) physical damage in a 1 hex circle. Targets below 15% max Health are executed.
5 Galio
Field in combat: 12 unique star levels of Demacia
Passive: Every 3rd attack deals ? (
) magic damage in a circle around the target.
Active: Dash into the largest group of units and inspire all allies within 2 hexes, granting them 500 / 600 / 2000 (
) Shield for 4 seconds. Then crash down, dealing ? (![]()
) bonus magic damage to all enemies with 2 hexes.
5 Mel
2-star Ambessa with an item dies in combat
Passive: While gaining Mana, throw out 2 / 2 / 9 radiant orbs that orbit around target. They deal ? (
) magic damage in a 1 hex radius and drain 1 Mana from enemies hit each second. After draining 235 / 235 / 10 mana, gain a random Radiant Item. (None/235 / 235 / 10)
Active: Detonate orbs on target, causing a 3 hex radius explosion that deals ? (
) magic damage to them and ? (
) damage to all other enemies hit.
5 Sett
Req. Lvl 8 - Field in combat: Only 1 unit in the two front rows of the battlefield
Grab target and slam them forward, dealing ? (
) + ? (
) of their max Health as magic damage to them. All other enemies within 3 hexes take 50% of the total damage.
5 T-Hex
Field in combat: 9 unique star levels of Piltover
Passive: Attacks fire a barrage of 4 bullets.
Active: Gain ? (
) Shield and begin consuming 30 mana per second. Each second while casting, fire a laser that deals ? (![]()
) physical damage, reduced by 70% per enemy hit up to 90%. Additionally, launch ? (
) missiles split between 4 nearby enemies that each deal ? (![]()
) physical damage.
5 Tahm Kench
Spend 450 Bilgewater Silver Serpents
Devour target for 2.5 seconds, dealing 1200 / 1800 / 30000 (
) magic damage and making them immune to other sources of damage. During this time, gain 30% Durability. If they are immune to crowd control, deal ? (
) magic damage instead.
If they die while devoured, spit out a random component they were holding or the unit's cost in gold. Otherwise, spit them towards the farthest enemy, briefly Stunning targets on impact.
5 Thresh
Collect 175 Shadow Isles Souls
Passive: Each second, deal ? (
Base AD) magic damage to all enemies within 2 hexes. Heal for 75% of the damage dealt by this effect.
Active: Create a prison of walls in a 2 hex radius that lasts 5 / 5 / 60 seconds. While active, the Passive's damage is doubled. When an enemy touches a wall, they take ? (
) magic damage. If there are less than 2 enemies inside The Box at any time, drag an enemy in.
5 Volibear
Req. Lvl 8 - Field in combat: A unit that starts combat with 3800 Health
Bite the target and mark them, dealing ? (![]()
) physical damage, increased by 60% if they are already marked. After casting 5 / 5 / 2 times, leap to a nearby hex, activating Stormbringer and dealing ? (![]()
) physical damage to enemies within a two hex radius.
Stormbringer: Gain 400 / 550 / 9999 Health and 50 / 50 / 999% Attack Speed. Every 2 / 2 / 0.3 seconds, summon a lightning bolt on a nearby enemy, dealing ? (![]()
) magic damage. Takedowns summon a bolt on fallen enemies.
5 Xerath
Alternate winning and losing for 3/5/6 combats with Azir
Launch 10 / 10 / 99 arcane blasts randomly split between the closest 4 / 4 / 10 enemies that each deal 390 / 650 / 2500 (
) magic damage.
5 Ziggs
Req. Lvl 9 - Field in combat: A Yordle or a Zaunite with 3 items equipped
Passive: Attacks are replaced with a bomb that bounces 1 time, dealing ? (![]()
) magic damage to units hit.
Active: Throw an enormous bomb at the largest 4-hex group of enemies that explodes on impact, dealing between ? (
) and ? (
) magic damage to enemies hit based on their distance from the epicenter.
4 Diana
Field in combat: 2-star Leona with 3 items equipped
Passive: Ability damage from your strongest Leona and strongest Diana marks enemies as
Active: Gain 100 / 175 / 300 (
) Shield. Unleash a bolt of lunar energy at the farthest non-
) magic damage. Then, dash to all
) magic damage to them.
4 Fizz
Req. Lvl 7 - Field in combat: 5 unique Yordles or Bilgewater units
Become briefly untargetable, then jump to the farthest enemy within 4 hexes, avoiding Tanks and Fighters, and deal 75 / 115 / 450 (
) magic damage to adjacent enemies. For the next 4 attacks, gain 100% Attack Speed and deal ? (
) bonus magic damage on hit.
4 Kai'Sa
Req. Lvl 7 - Field in combat: a Longshot unit with 3 items equipped
Dash away from all enemies, then fire 15 / 15 / 25 missiles split across the 4 nearest enemies. Each missile deals ? (![]()
) physical damage.
4 Kalista
Collect 70 Shadow Isles Souls
Summon ? (Base AD) spears split among the 4 nearest enemies. After a brief delay, they each impale their target, dealing ? (![]()
) physical damage and reducing Armor by 1.
4 Nasus
Lose 2/4/5 combats in a row with Azir
Steal ? (
) Health split between the 4 / 4 / 8 nearest enemies. For 8 seconds, gain 30 Armor and Magic Resist and deal ? (
) magic damage to adjacent enemies each second.
4 Nidalee
Field in combat: Two 2-star Neekos
Jump on an adjacent enemy with the lowest health, then deal ? (
) magic damage to them and ? (
) magic damage to adjacent enemies. If any die, cast again, dealing 70% damage.
Tanks take 60% more damage from this ability and Fighters take 30% more.
4 Renekton
Win 2/4/5 combats in a row with Azir
Dash to the lowest Health enemy within 2 hexes, dealing ? (
) physical damage to all enemies in the path. Then slash 4 times, each dealing ? (![]()
) physical damage. Subsquent casts increase the number of slashes by 1.
4 Rift Herald
Have Void active for 8 player combats
Gain 300 / 425 / 2000 max Health and grow larger. Slam in a 2 Hex circle on the target, dealing ? (![]()
) magic damage to enemies hit. For 4 seconds, gain ? (
) Durability + 1% for each enemy targeting this unit.
4 Singed
Field in combat: 4 unique Zaunites or Juggernauts and Lose 35 Player Health
Passive: Run around the battlefield, leaving a poison trail that lingers for 4 seconds. Poison trails deal ? (
) magic damage per second to enemies within. Gain ? (
) Mana each second.
Active: For 4 seconds, gain increased Move Speed, restore ? (
) Health each second, and gain 20 / 60 / 100 Armor and Magic Resistance.
4 Skarner
Field in combat: A non-Tank with a Gargoyle's Stoneplate equipped
Passive: All allies gain 10 / 20 / 100 Armor.
Active: Gain ? (
) Shield for 4 seconds. Impale up to three nearby enemies in a line, dealing ? (
) physical damage and Stunning them for 1.5 / 1.75 / 8 seconds.
4 Veigar
Field in combat: Unit with 2 Rabadon's Deathcaps equipped
Passive: Gain 50% more Ability Power from all sources.
Active: Call down a storm of 12 / 12 / 24 meteors across the battlefield that deal 56 / 84 / 199 (
) magic damage each. They can innately critically strike. For each one that kills an enemy, permanently gain 1 Ability Power.
4 Warwick
Field in combat: Vi and Jinx with 1 item equipped
Gain 100 / 100 / 400% Attack Speed, 15% Omnivamp, increased Move Speed, and deal ? (
) bonus physical damage on attack for the rest of combat. While this effect is active, takedowns grant Warwick, Jinx, and Vi ? (
) Attack Speed for 3 seconds.
4 Yone
Field in combat: 3-star Yasuo
Passive: Attacks alternate between dealing ? (
) bonus physical damage and ? (
) bonus magic damage.
Active: Strike through the most enemies possible within 3 hexes, knocking them up for 1.5 seconds and dealing ? (![]()
) physical damage and ? (![]()
) magic damage. Yone then splits ? (![]()
) physical damage and ? (![]()
) magic damage among all enemies hit.
3 Darius
Have Draven drop 1 gold
Restore ? (![]()
) Health and spin, dealing ? (
) physical damage to adjacent enemies and applying a stack of Hemorrhage that deals ? (
) physical damage each second for 5 seconds.
If an enemy with Hemorrhage drops below 8% Health, slam on them, instantly killing them. (Each stack increases the execute threshold by 5%)
3 Gwen
Collect 20 Shadow Isles Souls
Dash around target and snip ? (Base AD) times, dealing 50 / 75 / 120 (
) magic damage to them and ? (
) damage to all other enemies in a cone.
3 Kennen
Field in combat: 7 unique star levels of Ionia, Yordle, or Defender in combat
Gain 600 / 700 / 900 (
) Shield and summon storm of lightning. 6 waves of bolts hit enemies within, dealing 120 / 180 / 290 (
) magic damage over 3 seconds. The first 3 targets to be struck by 3 bolts are Stunned for 1.5 seconds. Multiple Stuns on the same enemy have 50% effectiveness.
3 Kobuko & Yuumi
Req. Lvl 7 - Field in combat: 6 unique star levels of Yordle, Bruiser, or Invoker
Passive: Yuumi joins your strongest Kobuko. Every 3 seconds, she alternates between healing the lowest Health ally for ? (
) Health or granting 25 / 33 / 50% Attack Speed to the ally who has dealt the most damage for 4 seconds.
Active: Dance, restoring ? (![]()
) Health over 3 seconds.
3 LeBlanc
Field in combat: Sion with 2 items equipped
Summon 3 dashing mirror images that strike the target and up to ? other nearby enemies. The target takes 300 / 450 / 800 (
) magic damage and is Stunned for 1 second, while other units hit take ? (
) magic damage.
2 Bard
Reroll 4 times before Stage 2 Carousel
Launch 6 Meeps at nearby enemies that deal 130 / 185 / 255 (
) magic damage. Add an additional Meep for each 3-star unit on your board. (Total Meeps: ?)
2 Graves
Field in combat: Twisted Fate with 2 items equipped
Passive: Attacks fire in a cone on target, dealing 45% damage to other enemies hit.
Active: Fire an explosive shell at target, dealing ? (
) physical damage split among enemies in a 1 hex circle.
2 Orianna
Field in combat: Piltover champion with 2 items equipped
Send the Ball to target, dealing ? (
) magic damage and splitting ? (
) magic damage among enemies within a 1 hex circle.
Then grant 60 / 90 / 130 (
) Shield to the two lowest Health allies for 3 seconds.
2 Poppy
Field in combat: Demacian or a Yordle with 2 items equipped
Gain ? (
) Shield for 4 seconds and deal ? (
) physical damage to target. After a delay, briefly knock them up and deal the damage again. Bucklers fly out from the target, granting 2 nearby allies 30% of the Shield gained.
2 Tryndamere
Field in combat: Ashe with 1 items equipped
Become enraged for 5 seconds. While enraged, gain ? (
) Durability and attacks are replaced with a strike that deals ? (
) physical damage. Ignore 30% of Armor against Chilled enemies.
Chill: Reduce Attack Speed
2 Yorick
Field in combat: 2-star Viego with 1 items equipped
Restore ? (
Base AD) Health. Throw a globule of black mist at the enemy who has dealt the most damage this combat, preferring unique enemies. It 20% Chills them for 4 seconds and raises the Mana cost of their next cast by 20. It then deals ? (
) magic damage in 1 hex radius.
Chill: Reduce Attack Speed
Traits
Your team gains Ability Power, Arcanists gain more.
15%
, 25%
for Arcanists
20%
, 50%
for Arcanists
35%
, 70%
for Arcanists
Kai'Sa has a different Ability depending if her Attack Damage or Ability Power is higher.
Each player combat, gain Silver Serpents (Base AD), plus 1 additional for each Bilgewater takedown.
Silver Serpents can be spent in the Black Market to grant Bilgewater champions bonus stats and special loot. Higher tiers unlock rarer loot.
15 Base AD
535 Base AD, improved loot
765 Base AD, superior loot
10150 Base AD, 2x stats, FIRE CANNONS!
After each player combat your strongest Ornn participates in, he makes progress forging an Artifact item.
Each item he is equipped with grants him 350/600/2000 max Health. Artifacts grant 300% more.
Your team gains 150 maximum Health. Bruisers gain more.
25% ![]()
40% ![]()
60% ![]()
After winning player combat, gain a random unit from Runeterra. After losing combat, gain free rerolls, with the amount increasing by stage.
Sylas rotates between 3 different Abilities, depending on which one is most useful at the moment. He cannot cast the same one twice in a row.
When Kindred casts, Ambessa always gains their protection against death and gains 40% Attack Damage while protected.
When Ambessa casts, Wolf strikes all enemies hit, dealing 30% damage.
Every 2 casts, the Chronokeeper stores 1 XP. If he has enough stored for you to level up, he transfers you the required XP.
If you are level 10, he instead gains 15% Damage Amp.
In Choncc's Treasure, the amount of casts required to gain XP is increased to 3 until Stage 3-5.
Annie summons Tibbers on your bench. He can be fielded, takes up a team slot, and can be equipped with items separately. His star level is the same as Annie's.
Darkin gain 15% Omnivamp.
2AND you heal for 25% of the player damage you deal.
3AND whenever Darkin restore 600 Health, they deal 333 magic damage to the 2 closest enemies.
Your team gains 12 Armor and Magic Resist. Defenders gain more.
30 ![]()
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55 ![]()
![]()
80 ![]()
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Each time your team loses 25% max Health, Demacians Rally, reducing their Mana cost by 10%. Demacians gain Armor and Magic Resist.
12 ![]()
![]()
35 ![]()
![]()
35 ![]()
. On Rally, smite enemies for 5% of their max Health.
150 ![]()
. BATTLE FOR DEMACIA!
Disruptors' abilities Dazzle enemies hit. Disruptors deal bonus damage to Dazzled enemies.
Dazzle: Reduce damage dealt by 10%
18% bonus damage
440% bonus damage
On cast, Shyvana replaces her spell with Flame Breath. While transformed, all allies take 8% less damage from enemy Abilities.
When Jarvan casts, Shyvana gains 100% of the Shield. When Shyvana casts, Jarvan jumps in and deals 100/120/140/175% of his Armor and Magic Resist as magic damage in a 2-hex radius.
Azir deploys two Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when Azir does.
Every 3rd attack from Kindred on the same enemy deals 325% damage, as Wolf mauls their target.
Summon a Frozen Tower. Allies in front of it gain Health and allies behind it gain Damage Amp.
Freljordians gain 150% more.
8%
, 10% ![]()
Two Towers. 12%
, 16% ![]()
Towers stun enemies on death for 1.5 seconds. 16%
, 22%
.
Once per Planning phase, you can feed Tahm Kench a champion, permanently granting him either Health, Attack Speed, or Ability Power based on their role and star level.
To feed, hold an ally from the bench over Tahm Kench until his mouth opens, then release.
Gunslingers gain Attack Damage. Every 4th attack from Gunslingers deals bonus physical damage.
22%
, 100 bonus damage
40%
, 200 bonus damage
Each time an enemy champion dies, gain 10 Mana. Casting abilities does not consume Mana.
All enemies lose 10 Armor and Magic Resist.
Galio cannot be fielded in combat. Instead, his traits count from the bench and when Demacians Rally, he joins the fight.
On landing, he creates a 3-hex shockwave that deals 10% of his max Health as magic damage. Enemies hit are knocked up for 1 seconds, reduced by distance from the center.
Gain a Pilot Hex. Combat Start: the unit within jumps into T-Hex, granting her 80% of their Health and bonus stats based on their role and star level.
Tank: +20/30/40% Omnivamp
Fighter: +20/30/40% Attack Damage
Marksman: +12/20/30% Damage Amp
Caster: +2/4/5 Mana Regen
Assassin: +40/70/100% Crit Chance
On death, the pilot ejects while T-Hex knocks back and Stuns nearby enemies for 1.5 seconds.
While your strongest Neeko is alive, your strongest Nidalee cannot be targeted by basic attacks and gains 50% Durability.
While Xin Zhao is not on your board, Zaahen gains the Ionia, Demacia, and Warden traits.
On kill, Zaahen gains a stack of Determination for the rest of combat. If he has 3 or more Determination when dying, he spends it to revive and restore 60% max Health.
Your team gains 1 Mana Regen. Invokers gain more Mana from all sources.
25% more Mana
440% more Mana
Ionians gain Shield, Attack Damage, and Ability Power. Each game, they walk a different path.
Gain a benefit that changes each game
5Gain a benefit that changes each game
7Gain a benefit that changes each game
10Ionians gain Shield, Attack Damage, and Ability Power. Each game, they walk a different path.
Completing a Quest before combat ends grants you a new one at the start of next round.
Complete Quests to earn Sunshards (Base AD) and spend them for loot!
5Heal 2 player health at the start of each player combat.
7After winning combat, find 50 Base AD and unearth bonus loot.
Juggernauts gain Durability, increased while above 50% health. When a Juggernaut dies, other Juggernauts heal for 5% of their max Health.
18% or 25% ![]()
20% or 30% ![]()
26% or 36% ![]()
Longshots gain Damage Amp and deal more damage to targets farther away.
18%
+ 2% per Hex
24%
+ 3% per Hex
28%
+ 4% per Hex
32%
+ 5% per Hex
After the enemy team has lost 15% of their Health, summon Atakhan, Bringer of Ruin. Each Noxian champion's star level increases his power.
He slashes enemies, dealing magic damage.
5Noxians get more powerful the longer he is alive.
7He drains the souls of enemies on cast.
10After 10 seconds, BRING RUIN.
Build an invention on the right side of the board. After 8 seconds, the invention activates, triggering each of its Modules.
Choose a Module
4Choose a Second Module
6Choose a Third Module
Gain a 2-star Teemo. Singed's damage refreshes Teemo's poisons and Teemo's damage grants Singed ramping Ability Power. Gain a Teemo after each player combat.
Your team gains 15% Attack Speed. Quickstrikers gain bonus Attack Speed based on their target's missing Health.
10-30% ![]()
20-45% ![]()
30-60% ![]()
40-80% ![]()
Baron Nashor takes up 2 team slots and grants +2 to the Void trait.
After 8 seconds, the board enters a Void Rift. The Rift grants Void units 30% Damage Amp and constantly strikes enemies with bolts of plasma, dealing 5% max Health as magic damage.
The Rune Mage benefits from all active Region traits, but contributes to none.
He harnesses the Runic power from active Region traits to modify his Ability, enhancing it in unique ways.
When Vayne casts on an enemy afflicted with Black Mist, she fires 2 extra bolts at 25% effectiveness. When she gets a takedown, Lucian and Senna gain 50% Attack Speed.
Whenever ANY champion dies in a player combat, gain Souls (Base AD). Shadow Isles champions' Abilities are uniquely empowered based on the number of Souls you have.
Shadow Isles champions gain Attack Damage and Ability Power.
1x Base AD, 18% ![]()
![]()
1.3x Base AD, 20% ![]()
![]()
1.6x Base AD, 25% ![]()
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1.9x Base AD, 33% ![]()
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Each second, Shurimans gain 2% Attack Speed and restore 20 Health. At combat start, they gain additional effects.
Prismatic: Unlock Nasus, Renekton, and Xerath, then field 4 Shurima
20% max Health
350 Armor and Magic Resist
4Each second, Shurimans gain 2% Attack Speed and restore 20 Health. At combat start, they gain additional effects.
Prismatic: Unlock Nasus, Renekton, and Xerath, then field 4 Shurima
Slayers gain Omnivamp and Attack Damage. They increase the bonus Attack Damage by up to 50% based on their missing Health.
20%
, 10% ![]()
30%
, 16% ![]()
40%
, 20% ![]()
Lucian and Senna fight together, swapping when either casts. Each champion has a unique ability.
Your strongest Soulbound pair grants bonuses to your team while they survive. While Senna is out, all allies gain 7% Damage Reduction. While Lucian is out, all allies gain 7% Damage Amp.
Aurelion Sol gains 25/30/100% increased Stardust for each other unique Targonian fielded in combat.
Targonians are forged by the stars. They are traitless, but stronger than the average champion.
When Sett first drops below 45% max Health, he leaves combat to start doing sit-ups. Each sit-up restores 15% max Health and gives him 60% Attack and Move Speed.
If he reaches full Health, he returns to combat Pumped Up, converting all damage from his attacks and Ability to true damage. If all of his allies die, he immediately returns to combat.
After every combat Ekko participates in, gain 2XP. After 3-starring Ekko, gain a Zilean.
2Ekko's empowered attacks echo for 10% of the original damage to all enemies taking damage from your strongest Zilean.
Vanquishers' abilities can critically strike. They also gain Critical Strike Chance and Critical Strike Damage.
15%
, 15% ![]()
20%
, 20% ![]()
25%
, 25% ![]()
30%
, 30% ![]()
Gain Mutations that only Void champions can use. Void champions gain Attack Speed.
Champions can only have one Mutation at a time. Benching a champion removes their Mutation.
1 Mutation, 8% ![]()
2 Mutations, 18% ![]()
3 Mutations, 33% ![]()
Mutations become supercharged, increasing their power by 100%. 40% ![]()
When Wardens first drop below 75% and 25% Health, they gain a Shield based on their max Health.
16% ![]()
20% ![]()
26% ![]()
33% ![]()
Aatrox gains Attack Damage equal to 200% of his Omnivamp.
On first death, he becomes briefly untargetable and heals back to full Health over 2 seconds. Afterwards, he reduces his maximum Mana by 10 and gains 20% Durability.
Yordles gain 40 Health and 5% Attack Speed for each unique Yordle fielded. 3 star Yordles grant 100% more!
4AND your first shop each round has a Yordle in it!
6AND get 1 free rerolls each round!
8AND get a Yordle Grab Bag each round!
10After 4 seconds, Zaunites become Shimmer-Fused, granting them 15% Durability and 90% decaying Attack Speed for 4 seconds.
After a short cooldown, they become Shimmer-Fused again.
Refresh after 4 seconds.
5At 60% Health, Zaunites restore 30% Health over 3 seconds and instantly become Shimmer-Fused.
7Shimmer-Fused bonuses are increased by 50%. Refresh after 3 seconds instead.
Units/Champions
7 Aurelion Sol
Field in combat: 5 unique Targonians
Passive: For every 250 ability damage dealt to enemies in player combat, gain Stardust. Stardust makes The Skies Descend more powerful. (Current Stardust: None)
Active: Crash a star on target, dealing 525 / 725 / 5000 (
) magic damage in a 2 hex radius.
Stardust Upgrades:
) additional magic damage in a 3 Hex radius.
) additional magic damage in a 3 Hex radius.
) magic damage split between living enemies.
) magic damage split between living enemies.
7 Baron Nashor
Req. Lvl 10 - Field 7 unique Void units
Passive: Immune to Crowd Control effects. Attacks deal damage in a line on target. If no enemies are in range, dash to the next one and knock up adjacent enemies on arrival.
While in the Void Rift, erupt a tentacle below a random enemy every 3 / 3 / 0.25 seconds that knocks them up for 1.5 seconds.
Active: Slam and erect spikes in a 2 hex circle, dealing ? (![]()
) physical damage to enemies hit. Then over 3 seconds, spit 10 globs of acid that deal ? (![]()
) physical damage.
7 Brock
Collect 500 Ixtal Sunshards over the course of the game
Passive: Immune to crowd control effects. Attacks briefly knock up the target and deal 50% damage in a 1 hex radius around them.
Active: Slam the ground, dealing ? (![]()
) physical damage to ALL enemies, reduced by 15% for each hex from the center (down to 40%.) If this is the first time they've been hit by Seismic Slam this combat, knock them up for up to 1.75 seconds. 12 / 12 / 99 rocks fall around the battlefield, each dealing ? (![]()
) physical damage to enemies hit.
7 Ryze
Req. Lvl 9 - Field in combat: 4 Region Traits together
Release a runic blast, dealing 255 / 460 / 1500 (
) magic damage. It splits in two, dealing 33% of the damage to the closest two enemies. Each secondary blast splits an additional time.
Bilgewater: Blasts explode on impact, dealing 18% of the damage as physical damage to adjacent enemies.
Demacia: Execute targets below ? (![]()
) Health.
Freljord: Chill targets for 2 seconds and deal ? (
) bonus true damage.
Ionia: Blasts split an additional time, dealing 50% damage.
Ixtal: Gain a random Region's effect on combat start and every 10 seconds.
Noxus: Blasts now pierce targets, dealing 60% reduced damage per enemy hit.
Piltover: Every third cast is Overcharged, dealing 40% more damage.
Shadow Isles: Increase blast damage by ? (Base AD).
Shurima: Knock up enemies for 0.5 seconds, with a chance to dredge up Gold or Treasures.
Targon: Heal the lowest Health ally for 10% of the damage dealt.
Void: Ignore 30% of enemies' Armor and Magic Resistance.
Yordle: Shrink targets hit, lowering their damage by 8% percent for 4 seconds.
Zaun: Poison targets, dealing 15 / 30 / 500 magic damage ? (
) times over 4 seconds.
7 Sylas
Sell a 2-star Jarvan and a 2-star Garen
Cast one of three spells:
Cataclysm: Leap on a nearby enemy. Deal ? (
) magic damage to all enemies within 2 hexes and Stun them for 1.5 / 1.75 / 30 seconds.
Demacian Justice: Deal ? (
) magic damage to target. If they are below 15% max Health, execute them.
Final Spark: Gain ? (
) Shield for 1.25 seconds. Deal ? (
) magic damage to all enemies in a line.
7 Zaahen
Have the 'Trials of Twilight' Augment and Field a 3-star Xin Zhao for 5 combats
Dash around target and slash in a circle, dealing ? (![]()
) physical damage to target and ? (![]()
) physical damage to all other adjacent enemies hit. If the target doesn't die, immediately cast again.
If this Ability is cast 22 times in a row, instead slam on target, instantly killing them and dealing ? (![]()
) physical damage to all enemies within 3 hexes.
5 Aatrox
Req. Lvl 8 - Field in combat: A champion who starts combat with 40% Omnivamp
Slash in a line, dealing ? (![]()
) physical damage to enemies hit and 20% Sundering them for 4 seconds.
Swipe in a cone, dealing ? (![]()
) physical damage to enemies hit and knocking them up for 1 second.
Slam on target, dealing ? (![]()
) physical damage in a 1 hex circle. Targets below 15% max Health are executed.
5 Annie
Erupt the entire battlefield in flames, permanently Burning and Wounding all enemies and dealing 1500 / 2250 / 8000 (
) magic damage to each of them over 45 seconds.
Annie's max Mana is reduced by 140 for the rest of combat. Subsquent casts launch a fireball at target that deals ? (
) magic damage.
Burn: Deal 1% of the target's max Health as true damage every second
Wound: Reduce healing received by 33%
5 Azir
Passive: After witnessing 3 attacks from Azir, Sand Soldiers deal ? (
) magic damage to their target.
Active: Summon a Sand Soldier near target and command them to strike. If 2 Soldiers are already out, they all immediately deal ? (
) magic damage instead.
5 Fiddlesticks
Teleport into a large cluster of enemies within 2 hexes and Stun them for 1.25 / 1.25 / 99 seconds. Begin losing 22 mana per second. While casting, deal ? (
) magic damage per second to all enemies within a 2 hex radius. The closest 2 enemies take 33% more damage.
5 Galio
Field in combat: 12 unique star levels of Demacia
Passive: Every 3rd attack deals ? (
) magic damage in a circle around the target.
Active: Dash into the largest group of units and inspire all allies within 2 hexes, granting them 500 / 600 / 2000 (
) Shield for 4 seconds. Then crash down, dealing ? (![]()
) bonus magic damage to all enemies with 2 hexes.
5 Kindred
Dash, then create a 2-hex radius zone for 2.5 / 2.5 / 99 seconds that shields allies within for 350 / 750 / 10000 (
) health for the zone's duration. While active, double current Attack Speed and on attack, fire a secondary arrow at a nearby enemy that deals ? (
) physical damage.
When the zone ends, heal all allies for ? (
) of damage dealt while it was up and dash away.
5 Lucian & Senna
Fire ? (
) shots towards target. Each shot explodes on the first enemy hit, dealing ? (![]()
) physical damage to all nearby enemies.
5 Mel
2-star Ambessa with an item dies in combat
Passive: While gaining Mana, throw out 2 / 2 / 9 radiant orbs that orbit around target. They deal ? (
) magic damage in a 1 hex radius and drain 1 Mana from enemies hit each second. After draining 235 / 235 / 10 mana, gain a random Radiant Item. (None/235 / 235 / 10)
Active: Detonate orbs on target, causing a 3 hex radius explosion that deals ? (
) magic damage to them and ? (
) damage to all other enemies hit.
5 Ornn
Summon an elemental from behind the farthest enemy. It 20% Chills enemies hit for 5 seconds and deals 100 / 150 / 3000 (
) magic damage to them.
When it arrives, headbutt it and redirect it toward another distant enemy, dealing ? (
) magic damage instead.
Chill: Reduce Attack Speed
5 Sett
Req. Lvl 8 - Field in combat: Only 1 unit in the two front rows of the battlefield
Grab target and slam them forward, dealing ? (
) + ? (
) of their max Health as magic damage to them. All other enemies within 3 hexes take 50% of the total damage.
5 Shyvana
Dragon's Descent: Transform into a dragon, gaining 600 / 1000 / 9999 max Health. Briefly gain 20 / 20 / 90% Durability and dive-bomb into the largest group of enemies, dealing ? (
) physical damage in a 3 hex circle.
Flame Breath: Breath fire in a cone for 3 seconds, dealing ? (![]()
) physical damage each second to enemies hit.
5 T-Hex
Field in combat: 9 unique star levels of Piltover
Passive: Attacks fire a barrage of 4 bullets.
Active: Gain ? (
) Shield and begin consuming 30 mana per second. Each second while casting, fire a laser that deals ? (![]()
) physical damage, reduced by 70% per enemy hit up to 90%. Additionally, launch ? (
) missiles split between 4 nearby enemies that each deal ? (![]()
) physical damage.
5 Tahm Kench
Spend 450 Bilgewater Silver Serpents
Devour target for 2.5 seconds, dealing 1200 / 1800 / 30000 (
) magic damage and making them immune to other sources of damage. During this time, gain 30% Durability. If they are immune to crowd control, deal ? (
) magic damage instead.
If they die while devoured, spit out a random component they were holding or the unit's cost in gold. Otherwise, spit them towards the farthest enemy, briefly Stunning targets on impact.
5 Thresh
Collect 175 Shadow Isles Souls
Passive: Each second, deal ? (
Base AD) magic damage to all enemies within 2 hexes. Heal for 75% of the damage dealt by this effect.
Active: Create a prison of walls in a 2 hex radius that lasts 5 / 5 / 60 seconds. While active, the Passive's damage is doubled. When an enemy touches a wall, they take ? (
) magic damage. If there are less than 2 enemies inside The Box at any time, drag an enemy in.
5 Volibear
Req. Lvl 8 - Field in combat: A unit that starts combat with 3800 Health
Bite the target and mark them, dealing ? (![]()
) physical damage, increased by 60% if they are already marked. After casting 5 / 5 / 2 times, leap to a nearby hex, activating Stormbringer and dealing ? (![]()
) physical damage to enemies within a two hex radius.
Stormbringer: Gain 400 / 550 / 9999 Health and 50 / 50 / 999% Attack Speed. Every 2 / 2 / 0.3 seconds, summon a lightning bolt on a nearby enemy, dealing ? (![]()
) magic damage. Takedowns summon a bolt on fallen enemies.
5 Xerath
Alternate winning and losing for 3/5/6 combats with Azir
Launch 10 / 10 / 99 arcane blasts randomly split between the closest 4 / 4 / 10 enemies that each deal 390 / 650 / 2500 (
) magic damage.
5 Ziggs
Req. Lvl 9 - Field in combat: A Yordle or a Zaunite with 3 items equipped
Passive: Attacks are replaced with a bomb that bounces 1 time, dealing ? (![]()
) magic damage to units hit.
Active: Throw an enormous bomb at the largest 4-hex group of enemies that explodes on impact, dealing between ? (
) and ? (
) magic damage to enemies hit based on their distance from the epicenter.
5 Zilean
Throw a Time Bomb on the nearest enemy without one. Time Bombs deal ? (
) magic damage each second. When the target dies, they explode, dealing ? (
) magic damage in a 1 hex radius and grant Zilean 15 mana.
If a Time Bomb is on an enemy for 18 / 16 / 1 seconds and Zilean is alive, the enemy instantly dies.
4 Ambessa
Swipe and dash around target, dealing ? (![]()
) physical damage to enemies in the path. Then slam chains on target, dealing ? (![]()
) physical damage in a line. If any enemies are killed, immediately recast this ability, dealing 80% damage.
The slam deals 40 / 40 / 100% more damage to Tanks.
4 Bel'Veth
Passive: On takedown, gain 75 / 75 / 200% Attack Speed that decays over 3 seconds.
Active: Deal ? (
) physical damage in a 2 hex radius and transform for the rest of combat.
While transformed, gain ? (
) Attack Speed, 33% max Health, and increased Move Speed. Attacks deal 15 / 25 / 100 bonus true damage, increased by 3 / 5 / 30 for each time the same enemy is hit.
4 Braum
Raise shield for 4 seconds, gaining ? (
) Durability and redirecting projectiles to towards Braum instead. When hit, deal ? (![]()
) magic damage to nearby enemies and 30% Chill them for 2 seconds.
Chill: Reduce Attack Speed
4 Diana
Field in combat: 2-star Leona with 3 items equipped
Passive: Ability damage from your strongest Leona and strongest Diana marks enemies as
Active: Gain 100 / 175 / 300 (
) Shield. Unleash a bolt of lunar energy at the farthest non-
) magic damage. Then, dash to all
) magic damage to them.
4 Fizz
Req. Lvl 7 - Field in combat: 5 unique Yordles or Bilgewater units
Become briefly untargetable, then jump to the farthest enemy within 4 hexes, avoiding Tanks and Fighters, and deal 75 / 115 / 450 (
) magic damage to adjacent enemies. For the next 4 attacks, gain 100% Attack Speed and deal ? (
) bonus magic damage on hit.
4 Garen
Spin for 3 seconds, gaining 50 / 50 / 80% Durability and healing for ? (![]()
) over the duration. Each second, deal ? (
) physical damage to adjacent enemies and reduce their Armor and Magic Resistance by 5.
4 Kai'Sa
Req. Lvl 7 - Field in combat: a Longshot unit with 3 items equipped
Dash away from all enemies, then fire 15 / 15 / 25 missiles split across the 4 nearest enemies. Each missile deals ? (![]()
) physical damage.
4 Kalista
Collect 70 Shadow Isles Souls
Summon ? (Base AD) spears split among the 4 nearest enemies. After a brief delay, they each impale their target, dealing ? (![]()
) physical damage and reducing Armor by 1.
4 Lissandra
Encase target in ice, Stunning them for 1 second and dealing ? (
) magic damage. All enemies within 2 hexes of them split ? (
) magic damage. If the target dies, shards fly out and split excess damage between the 2 nearest enemies.
Chilled enemies take 12% more damage from this ability.
Chill: Reduce Attack Speed
4 Lux
Fire a ball of light at the most enemies, dealing ? (
) magic damage to the first 2 enemies hit and Rooting them for 1 second. Then fire a beam, dealing ? (
) magic damage to enemies hit by the ball and ? (
) magic damage to all other enemies hit.
4 Miss Fortune
Passive: Attacks ricochet to the highest current Health enemy, dealing 50 / 50 / 100% damage.
Active: Fire waves of bullets that land on the 2 / 2 / 6 nearest enemies. The first wave deals ? (![]()
) physical damage and the rest deal ? (![]()
) physical damage. Every 3rd cast, increase the number of waves by 1.
4 Nasus
Lose 2/4/5 combats in a row with Azir
Steal ? (
) Health split between the 4 / 4 / 8 nearest enemies. For 8 seconds, gain 30 Armor and Magic Resist and deal ? (
) magic damage to adjacent enemies each second.
4 Nidalee
Field in combat: Two 2-star Neekos
Jump on an adjacent enemy with the lowest health, then deal ? (
) magic damage to them and ? (
) magic damage to adjacent enemies. If any die, cast again, dealing 70% damage.
Tanks take 60% more damage from this ability and Fighters take 30% more.
4 Renekton
Win 2/4/5 combats in a row with Azir
Dash to the lowest Health enemy within 2 hexes, dealing ? (
) physical damage to all enemies in the path. Then slash 4 times, each dealing ? (![]()
) physical damage. Subsquent casts increase the number of slashes by 1.
4 Rift Herald
Have Void active for 8 player combats
Gain 300 / 425 / 2000 max Health and grow larger. Slam in a 2 Hex circle on the target, dealing ? (![]()
) magic damage to enemies hit. For 4 seconds, gain ? (
) Durability + 1% for each enemy targeting this unit.
4 Seraphine
Gain 3 notes. For each one active, deal ? (
) magic damage to a nearby enemy.
While holding 12 notes on cast, consume them to project a wave of energy. Allies hit restore ? (
) Health. Enemies hit take ? (
) magic damage, reduced by 30% for each enemy it's passed through.
4 Singed
Field in combat: 4 unique Zaunites or Juggernauts and Lose 35 Player Health
Passive: Run around the battlefield, leaving a poison trail that lingers for 4 seconds. Poison trails deal ? (
) magic damage per second to enemies within. Gain ? (
) Mana each second.
Active: For 4 seconds, gain increased Move Speed, restore ? (
) Health each second, and gain 20 / 60 / 100 Armor and Magic Resistance.
4 Skarner
Field in combat: A non-Tank with a Gargoyle's Stoneplate equipped
Passive: All allies gain 10 / 20 / 100 Armor.
Active: Gain ? (
) Shield for 4 seconds. Impale up to three nearby enemies in a line, dealing ? (
) physical damage and Stunning them for 1.5 / 1.75 / 8 seconds.
4 Swain
Passive: Each second, restore ? (![]()
) Health and deal ? (
) magic damage to enemies within 1 Hex.
Active: Open a demonic eye on the largest group of nearby enemies, dealing ? (
) magic damage and Stunning them for 1.5 / 1.75 / 8 seconds.
4 Taric
Passive: All allies gain 10 / 20 / 100 Magic Resist. Once per combat after dropping below 35% max Health, restore 300 / 700 / 2500 health over 2 seconds.
Active: Gain ? (
) Shield and grant the 2 lowest Health allies ? (
) Shield for 4 seconds. The next 2 / 2 / 10 attacks deal ? (
) bonus magic damage.
4 Veigar
Field in combat: Unit with 2 Rabadon's Deathcaps equipped
Passive: Gain 50% more Ability Power from all sources.
Active: Call down a storm of 12 / 12 / 24 meteors across the battlefield that deal 56 / 84 / 199 (
) magic damage each. They can innately critically strike. For each one that kills an enemy, permanently gain 1 Ability Power.
4 Warwick
Field in combat: Vi and Jinx with 1 item equipped
Gain 100 / 100 / 400% Attack Speed, 15% Omnivamp, increased Move Speed, and deal ? (
) bonus physical damage on attack for the rest of combat. While this effect is active, takedowns grant Warwick, Jinx, and Vi ? (
) Attack Speed for 3 seconds.
4 Wukong
Passive: On death, summon a Stone copy with ? (
) Health and Wukong's items.
Active: For 4 seconds, gain ? (
) Armor and Magic Resist. Then spin, dealing ? (
) physical damage to all enemies within 2 hexes.
4 Yone
Field in combat: 3-star Yasuo
Passive: Attacks alternate between dealing ? (
) bonus physical damage and ? (
) bonus magic damage.
Active: Strike through the most enemies possible within 3 hexes, knocking them up for 1.5 seconds and dealing ? (![]()
) physical damage and ? (![]()
) magic damage. Yone then splits ? (![]()
) physical damage and ? (![]()
) magic damage among all enemies hit.
4 Yunara
For the next 4 seconds, gain ? Attack Speed, infinite range, and replace attacks with lasers. Lasers deal ? (![]()
) physical damage in a line, reduced by 75 / 75 / 30% for each enemy they pass through. When lasers critically strike, they deal 33% bonus true damage.
3 Ahri
Fire 3 flames at target, each dealing 82 / 125 / 225 (
) magic damage. Every 3rd cast, fire 9 flames split between the target and up to 2 nearby enemies.
If there are nearby enemies, dash away.
3 Darius
Have Draven drop 1 gold
Restore ? (![]()
) Health and spin, dealing ? (
) physical damage to adjacent enemies and applying a stack of Hemorrhage that deals ? (
) physical damage each second for 5 seconds.
If an enemy with Hemorrhage drops below 8% Health, slam on them, instantly killing them. (Each stack increases the execute threshold by 5%)
3 Dr. Mundo
Bulk up for 5 seconds. While bulked, restore ? (![]()
) Health every second and attacks deal ? (![]()
) physical damage.
3 Draven
Passive: If Draven has an empowered axe in hand, his next attack will throw it. On takedown, gain an Adoration stack, doubled if Draven or Darius scored the kill. Every 11 Adoration stacks grants 1 / 3 / 5 Gold.
Active: Spin an empowered axe that replaces his basic attack and deals ? (![]()
) physical damage and returns to Draven after hitting an enemy.
3 Gangplank
Toss barrels at the 3 nearest enemies and detonate them. They deal ? (![]()
) damage, reduced by 25% for each barrel in the chain. Barrels reduce their target's Armor by 10, increased to 20 if the damage critically strikes.
3 Gwen
Collect 20 Shadow Isles Souls
Dash around target and snip ? (Base AD) times, dealing 50 / 75 / 120 (
) magic damage to them and ? (
) damage to all other enemies in a cone.
3 Jinx
Passive: After attacking 18 / 18 / 16 times, switch to Fishbones. While equipped, attacks are replaced with 3 rockets that target random enemies and deal ? (
) physical damage.
3 Kennen
Field in combat: 7 unique star levels of Ionia, Yordle, or Defender in combat
Gain 600 / 700 / 900 (
) Shield and summon storm of lightning. 6 waves of bolts hit enemies within, dealing 120 / 180 / 290 (
) magic damage over 3 seconds. The first 3 targets to be struck by 3 bolts are Stunned for 1.5 seconds. Multiple Stuns on the same enemy have 50% effectiveness.
3 Kobuko & Yuumi
Req. Lvl 7 - Field in combat: 6 unique star levels of Yordle, Bruiser, or Invoker
Passive: Yuumi joins your strongest Kobuko. Every 3 seconds, she alternates between healing the lowest Health ally for ? (
) Health or granting 25 / 33 / 50% Attack Speed to the ally who has dealt the most damage for 4 seconds.
Active: Dance, restoring ? (![]()
) Health over 3 seconds.
3 LeBlanc
Field in combat: Sion with 2 items equipped
Summon 3 dashing mirror images that strike the target and up to ? other nearby enemies. The target takes 300 / 450 / 800 (
) magic damage and is Stunned for 1 second, while other units hit take ? (
) magic damage.
3 Leona
Passive: Reduce instances of incoming damage by ? (
). Your strongest Leona grants your strongest Diana
Active: Call down sun beams on the 3 / 3 / 4 nearest enemies, Stunning them for 1 second and dealing 80 / 120 / 200 (
) magic damage. Wound and 1% Burn them for 4 seconds.
Wound: Reduce healing received by 33%
Burn: Deal 1% of the target's max Health as true damage every second
3 Loris
Gain 700 / 800 / 1000 (
) Shield for 4 seconds. Charge and knock the target backwards, Stunning them and units hit for 1.25 seconds and dealing 150 / 225 / 360 (
) magic damage to them. After charging, force nearby enemies to target this unit.
3 Malzahar
Summon 2 Voidlings that each attack a nearby enemy 8 times. Each attack deals 30 / 45 / 80 (
) magic damage.
3 Milio
Launch a fuemigo at target that bounces 3 times, dealing ? (
) magic damage to enemies hit. The last bounce deals ? (
) magic damage to enemies in a 1 hex radius.
3 Nautilus
Passive: Every 4 seconds and on cast, the next attack deals damage in a 1 hex circle and deals ? (
) bonus magic damage.
Active: Gain ? (![]()
) Shield for 4 seconds.
3 Sejuani
Gain 525 / 575 / 775 (
) Shield for 4 seconds. Strike in a cone and a line. Enemies hit take 70 / 105 / 170 (
) magic damage and are 30% Chilled for 4 seconds. If they are already Chilled, Stun them for 1 second.
Chill: Reduce Attack Speed
3 Vayne
Tumble to a nearby hex, then fire a bolt at target that deals ? (![]()
) true damage.
3 Zoe
Passive: Damaging an enemy applies 30% Shred for 6 seconds.
Active: Kick 2 bubbles at nearby enemies, dealing 330 / 500 / 1000 (
) magic damage and 30% Chilling them for 2 seconds.
Shred: Reduce Magic Resist
Chill: Reduce Attack Speed
2 Aphelios
Start with
) attacks.
) physical damage.
Sunder: Reduce Armor
2 Ashe
Fire an arrow at target that deals ? (![]()
) physical damage to them and ? (![]()
) damage to adjacent enemies. Targets below 30% max Health take true damage instead. 30% Chill all enemies hit for 3 seconds.
Chill: Reduce Attack Speed
2 Bard
Reroll 4 times before Stage 2 Carousel
Launch 6 Meeps at nearby enemies that deal 130 / 185 / 255 (
) magic damage. Add an additional Meep for each 3-star unit on your board. (Total Meeps: ?)
2 Cho'Gath
Restore 200 / 225 / 400 (
) Health and rupture a 2 hex circle beneath target. After a brief delay, enemies within are knocked up for 1.5 seconds and take ? (![]()
) magic damage.
2 Ekko
Create a 1 hex zone around the target that lasts 3 seconds. The next 3 attacks deal ? (
) bonus magic damage.
When the zone ends, it deals ? (
) magic damage + 10% of the target's damage taken during the duration to all enemies in the zone.
2 Graves
Field in combat: Twisted Fate with 2 items equipped
Passive: Attacks fire in a cone on target, dealing 45% damage to other enemies hit.
Active: Fire an explosive shell at target, dealing ? (
) physical damage split among enemies in a 1 hex circle.
2 Neeko
Leap at target and gain 400 / 475 / 600 (
) Shield for 4 seconds. Slam down after a brief delay, dealing 80 / 120 / 180 (
) magic damage to enemies within two hexes and 20% Chilling them for 2 seconds.
Chill: Reduce Attack Speed
2 Orianna
Field in combat: Piltover champion with 2 items equipped
Send the Ball to target, dealing ? (
) magic damage and splitting ? (
) magic damage among enemies within a 1 hex circle.
Then grant 60 / 90 / 130 (
) Shield to the two lowest Health allies for 3 seconds.
2 Poppy
Field in combat: Demacian or a Yordle with 2 items equipped
Gain ? (
) Shield for 4 seconds and deal ? (
) physical damage to target. After a delay, briefly knock them up and deal the damage again. Bucklers fly out from the target, granting 2 nearby allies 30% of the Shield gained.
2 Rek'Sai
Dash to the furthest enemy within 3 hexes and deal ? (![]()
) physical damage to them. The next 3 attacks hit adjacent enemies and deal ? (
) physical damage.
2 Sion
Passive: Takedowns grant 18 / 20 / 50 permanent max Health. (Total: None)
Active: Gain ? (![]()
) Shield for 4 seconds. When it breaks, deal ? (
) magic damage to adjacent enemies.
2 Teemo
Shoot the closest unpoisoned enemy, dealing ? (
) magic damage and poisoning them for 8 seconds. Poisoned enemies take ? (
) magic damage each second.
2 Tristana
Fire a massive cannonball at target, dealing ? (![]()
) physical damage. If they are within 2 hexes, knock them back 2 hexes and briefly Stun them.
2 Tryndamere
Field in combat: Ashe with 1 items equipped
Become enraged for 5 seconds. While enraged, gain ? (
) Durability and attacks are replaced with a strike that deals ? (
) physical damage. Ignore 30% of Armor against Chilled enemies.
Chill: Reduce Attack Speed
2 Twisted Fate
Passive: Attacks deal ? (
) bonus magic damage. After every 3rd attack, throw 3 cards in a cone that deal ? (
) magic damage, reduced by 50% for each enemy they pass through.
2 Vi
Gain 125 / 150 / 175 (
) Shield for 2 seconds. Slam on target, dealing ? (
) physical damage to enemies in a 1 hex range. Every third cast deals ? (
) damage in a 2 hex range instead and knocks up enemies hit for 1 second.
2 Xin Zhao
Strike target 3 times. Each strike deals ? (
) physical damage and restores 105 / 145 / 200 (
) Health. The final one Stuns for 1.5 seconds.
2 Yasuo
Dash, then deal ? (![]()
) physical damage to adjacent enemies. If only one enemy is hit, deal double damage.
2 Yorick
Field in combat: 2-star Viego with 1 items equipped
Restore ? (
Base AD) Health. Throw a globule of black mist at the enemy who has dealt the most damage this combat, preferring unique enemies. It 20% Chills them for 4 seconds and raises the Mana cost of their next cast by 20. It then deals ? (
) magic damage in 1 hex radius.
Chill: Reduce Attack Speed
1 Anivia
Fire an ice shard at target that deals 325 / 455 / 650 (
) magic damage. If they are Chilled, the damage Critically Strikes.
Chill: Reduce Attack Speed
1 Blitzcrank
Gain 400 / 480 / 600 (
) Shield for 4 seconds and deal ? (
) magic damage to all enemies within 1 hex.
1 Briar
Leap to the furthest enemy within 2 hexes. For 4 seconds gain increased Move Speed, 25% Attack Damage, and ? (
) decaying Attack Speed.
1 Caitlyn
Fire a bullet towards the farthest enemy, dealing ? (![]()
) physical damage to the first enemy it hits. If they die, the bullet ricochets, dealing excess damage to the next enemy hit.
1 Illaoi
Restore ? (![]()
) Health and slam a tentacle, dealing 180 / 270 / 405 (
) physical damage to enemies in a line.
1 Jarvan IV
Gain 350 / 425 / 500 (
) Shield for 4 seconds. Grant all allies ? (
) Attack Speed for 4 seconds.
1 Jhin
For the next 4 attacks, set Attack Speed to 1, gain infinite range and replace attacks with a cannon shot. Cannon shots deal ? (![]()
) physical damage. The 4th shot deals 144% more damage.
1 Kog'Maw
Deal 140 / 200 / 300 (
) magic damage to target and reduce their Armor and Magic Resist by 8 / 10 / 15. Adjacent enemies are dealt 50% of the damage and effect.
1 Lulu
Deal 330 / 500 / 750 (
) magic damage to target and make them dance for 2 seconds. The projectile then bounces to the nearest target, dealing ? (
) magic damage.
1 Qiyana
Dash to a nearby hex and swing forward, dealing ? (![]()
) physical damage to enemies in a 2-hex line.
1 Rumble
Gain ? (
) Shield for 4 seconds. Fire a burst of flames, dealing ? (
) magic damage in a cone.
1 Shen
Grant 250 / 325 / 425 (
) Shield to this unit and a nearby damaged ally for 4 seconds.
1 Sona
Deal 130 / 195 / 300 (
) magic damage to 2 nearby enemies and restore ? (
) Health to the lowest Health ally.
1 Viego
Passive: Gain ?% (Base AD) Attack Speed.
Active: Deal ? (
) physical damage to target. For the rest of combat, Viego's attacks deal ? (
) bonus stacking magic damage.
Tibbers
Passive: After attacking an enemy, restore ? (
) Health. If they are Burning, the healing is doubled.
Active: Gain 200 / 200 / 500% Attack Speed and 1200 / 1400 / 9000 (
) Shield that decays over 4 seconds. Gain immunity to Crowd Control effects for the same duration.
Burn: Deal 1% of the target's max Health as true damage every second
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.

