Damage from Ambushers' Abilities can critically strike. They also gain bonus Critical Strike Chance and Critical Strike Damage.
25% , 10%
35% , 20%
45% , 25%
55% , 25% ; also gain 15% Durability
Warwick devours enemies that drop below 12% Health, healing him for 400 and granting him 50 Mana.
Your team gains 100 max Health. Bruisers gain more.
20%
45%
Your team gains 100 max Health. Bruisers gain more.
Quickstrikers move faster and gain Attack Speed, based on their target's missing Health.
20-60%
30-80%
40-100% . On target death, Quickstrikers dash to a new target and gain 200 shield for 3 seconds.
Innate: Form Swappers change their stats and ability based on if they're placed in the front 2 rows or back 2 rows.
Frontline Form Swappers gain Durability. Backline Form Swappers gain Damage Amp.
15% or 20%
30% or 40%
Combat start: Dominators gain a Shield for 15 seconds.
When Dominators cast, they gain stacking Ability Power based on the Mana spent.
350 Shield, 25%
500 Shield, 45%
Combat start: Dominators gain a Shield for 15 seconds.
When Dominators cast, they gain stacking Ability Power based on the Mana spent.
Whenever Visionaries gain Mana, they gain more.
25%
50%
80%
100% , Abilities heal an ally for 20% of damage dealt
Viktor has a fixed Attack Speed of 0.55 attacks per second and converts ALL bonus Attack Damage, Attack Speed, and Mana into Ability Power.
Instead of Mana, Viktor gains 1 Chaos Energy every attack and casts when he has 8.
Every 5 attacks, Artillerists launch a rocket that deals 125% Attack Damage around the target. They also gain Attack Damage.
10%
45%
60% , Launch a rocket every 4 attacks that deals double damage.
The first time you would be eliminated, if Mel has cast 12 times during player combat this game, she saves you and you remain alive.
Afterwards, Mel permanently gains 10% Damage Amp.
Pit Fighters gain 15% Omnivamp and deal bonus true damage. Once per combat at 50% Health, they heal a percentage of their max Health over 2 seconds.
6% true damage, 10%
12% true damage, 25%
Pit Fighters gain 15% Omnivamp and deal bonus true damage. Once per combat at 50% Health, they heal a percentage of their max Health over 2 seconds.
Pit Fighters gain 15% Omnivamp and deal bonus true damage. Once per combat at 50% Health, they heal a percentage of their max Health over 2 seconds.
Snipers deal more damage to targets farther away.
7% damage per hex
16% damage per hex
35% damage per hex and +5 Attack Range
Your team gains 10 Ability Power. Sorcerers gain more.
20
50
95
110 , Abilities reduce their target's damage by 25% for 3 seconds
Your team gains Armor and Magic Resist. Sentinels gain triple.
12
25
Your team gains Armor and Magic Resist. Sentinels gain triple.
Watchers gain Durability, increased while above 50% Health.
15% or 30%
25% or 45%
Watchers gain Durability, increased while above 50% Health.
The Academy sponsors 3 items each game.
Copies of sponsored items grant bonus max Health and Damage Amp. Academy units holding sponsored items gain double the amount, plus an additional 5% Health and Damage Amp.
2% ; gain 1 sponsored item.
3% ; gain 1 sponsored item.
5% ; gain 1 sponsored item.
9%
This trait is active only when you have exactly 1 or 4 unique Emissaries.
Gain that Emissary's bonus
Gain all bonuses. Emissaries gain 200 and 20%
Each Black Rose champion's star level increases Sion's power
Summon a chained Sion. He is freed after 5 casts from Black Rose units or when he drops below 65% health.
Sion grows stronger and his enemies take more damage from Black Rose units.
Sion unleashes dark magic and heals to full Health when freed.
When Sion dies, he restores to life with power beyond death!
Gain Shimmer after each player combat. If your loss streak is at least 3, gain more.
At each stack of 100 Shimmer, the Black Market offers you contraband that only Chem-Barons can use. Chem-Barons gain max Health for each Black Market you pass on.
15 or 35; 20
20 or 45; 60
Gain Shimmer after each player combat. If your loss streak is at least 3, gain more.
At each stack of 100 Shimmer, the Black Market offers you contraband that only Chem-Barons can use. Chem-Barons gain max Health for each Black Market you pass on.
Gain Shimmer after each player combat. If your loss streak is at least 3, gain more.
At each stack of 100 Shimmer, the Black Market offers you contraband that only Chem-Barons can use. Chem-Barons gain max Health for each Black Market you pass on.
Gain Shimmer after each player combat. If your loss streak is at least 3, gain more.
At each stack of 100 Shimmer, the Black Market offers you contraband that only Chem-Barons can use. Chem-Barons gain max Health for each Black Market you pass on.
Gain Laboratory hexes on your board.
Combat start: Experiments standing on Laboratory hexes gain the Experiment bonuses of all Experiments on Laboratory hexes, plus max Health.
2 Laboratories, 100
3 Laboratories, 300
Experiment bonuses increase by 100%!
Family members support each other, reducing their max Mana and gaining extra bonuses.
25% reduction, 20%
30% reduction, 20%
40% reduction, heist on topside! After combat, progress the heist, increased for each surviving Family member!
Automata gain a crystal when they deal damage. At 20 crystals, they blast their current target, dealing magic damage + 25% of damage dealt since the previous blast and reset. They also gain Armor and Magic Resist.
150 damage, 25
450 damage, 70
Automata gain a crystal when they deal damage. At 20 crystals, they blast their current target, dealing magic damage + 25% of damage dealt since the previous blast and reset. They also gain Armor and Magic Resist.
When casting, Sevika rolls a random Jinx modification to her Ability and gains 80% Durability for 1.5 seconds.
Mods:
Rocket: Launch 8 rockets that deal 100 physical damage each
-Shield: Gain 500 Shield for 4 seconds
-Coin: Gain 3 gold
-Triple: Enhance her rolled ability!
Every 6 seconds, Firelights dash. While dashing, they attack with infinite range and heal a percentage of the damage taken since their last dash.
20% of damage taken
33% of damage taken
40% of damage taken. While dashing, gain a massive burst of Attack Speed.
Every 3 rounds, open an armory to purchase permanent upgrades to your strongest Rumble's mech.
Rebels gain 12% max Health.
After your team loses 25% of their Health, a smoke signal appears, granting Rebels 60% Attack Speed for 5 seconds and extra power for the rest of combat.
20%
40% , 12%
45% , 15% , and Stun all enemies for 2 seconds
The smoke signal triggers at Combat Start and every 12 seconds.
Combat start: Components held by Scrap units temporarily turn into full items. Scrap units gain Shield for 20 seconds for each component held by your team, including those that make up a full item.
1 component, 25 Shield
3 components, 35 Shield
All components, and full items become lucky! 50 Shield
Generate Radiant items! 60 Shield
Combat Start: Enforcers gain Shield and Damage Amp. The highest Health enemy units become WANTED!
When a Wanted enemy dies, Enforcers gain 30% Attack Speed.
1 unit; 12% , 12%
2 units; 20% , 20%
4 units; 30% , 33%
5 units; 40% , 50%
ALL enemies; 100% , 150% ; Combat Start: Confiscate all enemy items!
Conquerors' takedowns grant stacks of Conquest. After gaining enough Conquest, open War Chests full of loot!
Conquerors gain Attack Damage and Ability Power, increased by 3% for each War Chest opened.
18% ; 1x Conquest
25% ; 3x Conquest
Conquerors' takedowns grant stacks of Conquest. After gaining enough Conquest, open War Chests full of loot!
Conquerors gain Attack Damage and Ability Power, increased by 3% for each War Chest opened.
Conquerors' takedowns grant stacks of Conquest. After gaining enough Conquest, open War Chests full of loot!
Conquerors gain Attack Damage and Ability Power, increased by 3% for each War Chest opened.