Tools
Datamined changes from current PBE release. Be aware that these changes are tentative and they might be changed or even reverted prior to the live patch.
Datamining only captures numerical changes. It doesn't capture changes to mechanics and bugfixes that may also significantly affect balance.
Due to the nature of how the datamining works it may also includes some of the changes that are already added to the live version in the most recent patch.
Updated: Apr 25 3AM
Live
PBE
Alistar
Alistar
Passive: Reduce all incoming damage by 12/18/25 (Ability power).
Active: Deal 200/300/450 (Ability power) magic damage to the current target and Stun them for 2 seconds.

Damage Reduction: 18 (Ability power)
[12/18/25]
Damage: 300 (Ability power)
[200/300/450]
Passive: Reduce all incoming damage by 15/20/30 (Ability power).
Active: Deal 240/360/600 (Ability power) magic damage to the current target and Stun them for 2 seconds.

Damage Reduction: 20 (Ability power)
[15/20/30]
Damage: 360 (Ability power)
[240/360/600]
Dr. Mundo
Dr. Mundo
Passive: Gain 30% more max Health from all sources.
Active: Flex, healing 88/138/217 (HealthAbility power) Health, then deal 195/332/567 (HealthAttack damage) physical damage to the current target.

Heal: 138 = 2% Health + 115% Ability power
Damage: 332 = 20% Health + 130% Attack damage
Passive: Gain 30% more max Health from all sources.
Active: Flex, healing 108/174/280 (HealthAbility power) Health, then deal 263/443/752 (HealthAttack damage) physical damage to the current target.

Heal: 174 = 5% Health + 115% Ability power
Damage: 443 = 25% Health + 200% Attack damage
Kog'Maw
Kog'Maw
For the next 5 seconds, gain 50% Attack Speed and attacks deal 29/44/65 (Attack damage) bonus physical damage.

Damage: 44 = 40% Attack damage + 14% Ability power
For the next 5 seconds, gain 50% Attack Speed and attacks deal 34/52/76 (Attack damage) bonus physical damage.

Damage: 52 = 50% Attack damage + 14% Ability power
Morgana
Morgana
Hack the target and the nearest non-hacked enemy, dealing 220/330/550 (Ability power) magic damage over 10 seconds.

Damage: 330 (Ability power)
[220/330/550]
Hack the target and the nearest non-hacked enemy, dealing 400/600/1000 (Ability power) magic damage over 16 seconds.

Damage: 600 (Ability power)
[400/600/1000]
Poppy
Poppy
Mana
20 / 70
Mana
20 / 65
Shaco
Shaco
Passive: Gain 1.5% Attack Damage for each kill this game
Active: Deal 205/308/461 (Attack damage) physical damage to the current target.
Kingpin bonus: Teleport behind the lowest Health enemy within 3 hexes and deal 28/41/62 (Attack damage) bonus physical damage.
Passive: Gain 1.5% Attack Damage for each kill this game.
Active: Deal 205/308/461 (Attack damage) physical damage to the current target.
Kingpin bonus: Teleport behind the lowest Health enemy within 3 hexes and deal 28/41/62 (Attack damage) bonus physical damage.
Zyra
Zyra
Send a large vine towards the current target, Stunning them for 1 second and dealing 260/390/600 (Ability power) magic damage. Send a smaller vine at the nearest target that deals 130/195/300 (Ability power) magic damage.

Main Damage: 390 (Ability power)
[260/390/600]
Secondary Damage: 195 (Ability power)
[130/195/300]
Send a large vine towards the current target, Stunning them for 1 second and dealing 290/435/660 (Ability power) magic damage. Send a smaller vine at the nearest target that deals 145/220/330 (Ability power) magic damage.

Main Damage: 435 (Ability power)
[290/435/660]
Secondary Damage: 220 (Ability power)
[145/220/330]
Jhin
Jhin
Fire a bouncing grenade that hits four enemies, dealing 77/115/172 (Attack damage) physical damage and 20% Sundering them for 4.4 (Ability power) seconds. The fourth bounce returns to the initial target and deals 195/293/440 (Attack damage) physical damage.

Bounce Damage: 115 = 174% Attack damage
Mana
14 / 74
Fire a bouncing grenade that hits four enemies, dealing 72/108/162 (Attack damage) physical damage and 20% Sundering them for 4.4 (Ability power) seconds. The fourth bounce returns to the initial target and deals 195/293/440 (Attack damage) physical damage.

Bounce Damage: 108 = 164% Attack damage
Mana
4 / 74
Twisted Fate
Twisted Fate
Passive: Gain 2 Ability Power each Attack.
Active: Throw a card at the current target and next nearest target, dealing 200/300/450 (Ability power) magic damage.
Kingpin bonus: Throw a random special card at the current target that deals 250/375/565 (Ability power) magic damage. Red card hits enemies in a 1-hex area. Blue card deals 50% of its damage as true damage. Rarely, throw a Yellow card that grants gold.

Damage: 300 (Ability power)
[200/300/450]
Special Card Damage: 375 (Ability power)
[250/375/565]
Passive: Gain 1.5 Ability Power each Attack.
Active: Throw a card at the current target and next nearest target, dealing 220/330/500 (Ability power) magic damage.
Kingpin bonus: Throw a random special card at the current target that deals 265/400/595 (Ability power) magic damage. Red card hits enemies in a 1-hex area. Blue card deals 50% of its damage as true damage. Rarely, throw a Yellow card that grants gold.

Damage: 330 (Ability power)
[220/330/500]
Special Card Damage: 400 (Ability power)
[265/400/595]
Vayne
Vayne
Mana
40 / 80
Mana
30 / 90
Veigar
Veigar
Deal 320/420/560 (Ability power) magic damage to the current target (Cyberboss: and 125/170/240 (Ability power) magic damage to adjacent enemies).
If Veigar is the same star level as the target, deal 25% true damage. If Veigar is a higher star level, deal 40% true damage.

Damage: 420 (Ability power)
[320/420/560]
Deal 310/400/535 (Ability power) magic damage to the current target (Cyberboss: and 125/170/240 (Ability power) magic damage to adjacent enemies).
If Veigar is the same star level as the target, deal 25% true damage. If Veigar is a higher star level, deal 40% true damage.

Damage: 400 (Ability power)
[310/400/535]
Braum
Braum
Gain 460/553/725 (Ability powerHealth) Shield for 4 seconds. When it breaks, deal 100/150/240 (Ability power) magic damage to the 3 closest enemies and Chill them for 3 seconds.
Kingpin bonus: Gain 30 Armor and Magic Resist. Every 42 seconds, Braum's next attack deals 135/203/325 (ArmorMagic resistHealth) bonus magic damage.

Boss Damage: 203 = 100% Armor Magic resist + 10% max Health
Gain 460/553/725 (Ability powerHealth) Shield for 4 seconds. When it breaks, deal 100/150/240 (Ability power) magic damage to the 3 closest enemies and Chill them for 3 seconds.
Kingpin bonus: Gain 30 Armor and Magic Resist. Every 42 seconds, Braum's next attack deals 135/228/375 (ArmorMagic resistHealth) bonus magic damage.

Boss Damage: 228 = 150% Armor Magic resist + 10% max Health
Gragas
Gragas
Mana
30 / 90
Mana
20 / 80
Jarvan IV
Jarvan IV
Strike the most enemies in a semi-circle, gaining 300/350/400 (Ability power) Shield for 4 seconds plus 30/50/80 (Ability power) per enemy hit. Deal 350 (Attack damage) physical damage to enemies hit and reduce their Armor by 15/18/20 for the rest of combat.

Damage: 350 (Attack damage)
[350/350/350]
Strike the most enemies in a semi-circle, gaining 300/350/400 (Ability power) Shield for 4 seconds plus 30/50/80 (Ability power) per enemy hit. Deal 280 (Attack damage) physical damage to enemies hit and reduce their Armor by 15/18/20 for the rest of combat.

Damage: 280 (Attack damage)
[280/280/280]
Rengar
Rengar
Health
800/1440/2592
Health
750/1350/2430
Yuumi
Yuumi
Passive: Gain 0 (Ability Amp) Mana every second.
Active: Launch a magic missile at the current target that bounces to the nearest enemy. Deal 95/145/220 (Ability power) magic damage to the current target and 55/85/125 (Ability power) to the other, marking both of them. If they're already marked, deal 175% damage.

Primary Damage: 145 (Ability power)
[95/145/220]
Secondary Damage: 85 (Ability power)
[55/85/125]
Passive: Gain 0 (Ability Amp) Mana every second.
Active: Launch a magic missile at the current target that bounces to the nearest enemy. Deal 100/150/235 (Ability power) magic damage to the current target and 60/90/140 (Ability power) to the other, marking both of them. If they're already marked, deal 190% damage.

Primary Damage: 150 (Ability power)
[100/150/235]
Secondary Damage: 90 (Ability power)
[60/90/140]
Annie
Annie
Throw a fireball at the current target that deals 230/345/1200 (Ability power) magic damage and 2 (Ability Amp) mini-fireballs split between the target and 2 nearby enemies that deal 40/60/300 (Ability power) magic damage each.
Every 4 casts, instead, summon Tibbers (Ability powerAbility Amp) next to the current target, dealing 270/405/1215 (Ability power) magic damage to enemies within 1 hex.

Mini Damage: 60 (Ability power)
[40/60/300]
Throw a fireball at the current target that deals 230/345/1200 (Ability power) magic damage and 2 (Ability Amp) mini-fireballs split between the target and 2 nearby enemies that deal 45/68/300 (Ability power) magic damage each.
Every 4 casts, instead, summon Tibbers (Ability powerAbility Amp) next to the current target, dealing 270/405/1215 (Ability power) magic damage to enemies within 1 hex.

Mini Damage: 68 (Ability power)
[45/68/300]
Aphelios
Aphelios
Fire a moon blast at the largest group of enemies that deals 159/238/951 (Attack damageAbility power) physical damage to enemies within 2 hexes.
Equip 4 Chakram, plus 1 more for each enemy hit by the blast, that last for 6 attacks and deal 4.41/6.615/71 (Attack damage) bonus physical damage each.

Chakram Damage: 6.615 (Attack damage)
[7/7/50]
Mana
0 / 60
Fire a moon blast at the largest group of enemies that deals 159/238/951 (Attack damageAbility power) physical damage to enemies within 2 hexes.
Equip 4 Chakram, plus 1 more for each enemy hit by the blast, that last for 8 attacks and deal 6.93/10/142 (Attack damage) bonus physical damage each.

Chakram Damage: 10 (Attack damage)
[11/11/100]
Mana
0 / 50
Brand
Brand
Throw a paint bomb at the largest group of enemies within 1 (Range) hexes, dealing 260/390/1500 (Ability power) magic damage to enemies within 1 hex and 100/150/600 (Ability power) magic damage to the nearest 4 enemies.

Damage: 390 (Ability power)
[260/390/1500]
Throw a paint bomb at the largest group of enemies within 1 (Range) hexes, dealing 250/375/1500 (Ability power) magic damage to enemies within 1 hex and 100/150/600 (Ability power) magic damage to the nearest 4 enemies.

Damage: 375 (Ability power)
[250/375/1500]
Cho'Gath
Cho'Gath
Fire a disorienting sound blast in a cone, dealing 130/204/1597 (Ability powerHealth) magic damage. Gain 270/476/2995 (Ability powerHealth) max Health, get bigger, and increase the size of future sound blasts.

Health Ability power
[50/80/500]
Health: 476 = 80% Ability power + 22% starting Health
Mana
60 / 110
Fire a disorienting sound blast in a cone, dealing 130/204/1597 (Ability powerHealth) magic damage. Gain 290/496/2995 (Ability powerHealth) max Health, get bigger, and increase the size of future sound blasts.

Health Ability power
[70/100/500]
Health: 496 = 100% Ability power + 22% starting Health
Mana
60 / 100
Vex
Vex
Passive: Gain 15% Omnivamp. 150% of overhealing from Retribution's damage is converted to bonus true damage to its primary target.
Active: Send a shadow to the target, dealing 100/150/600 (Ability power) magic damage to all enemies it passes through. The shadow then explodes, dealing 190/285/1100 (Ability power) magic damage to the target and 100/150/600 (Ability power) to enemies within 1 hex.
Passive: Gain 15% Omnivamp. 180% of overhealing from Retribution's damage is converted to bonus true damage to its primary target.
Active: Send a shadow to the target, dealing 100/150/600 (Ability power) magic damage to all enemies it passes through. The shadow then explodes, dealing 190/285/1100 (Ability power) magic damage to the target and 100/150/600 (Ability power) to enemies within 1 hex.
Xayah
Xayah
Impale 6 feathers into the current target that each deal 110/165/740 (Attack damage) physical damage. When the target dies, the feathers seek out nearby enemies within 2-hexes, each dealing 21/32/135 (Attack damage) physical damage.

Damage: 165 = 150% Attack damage + 30% Ability power
Seek Damage 32 (Attack damage)
[35/35/100]
Attack Damage
60/90/135
Impale 6 feathers into the current target that each deal 118/176/785 (Attack damage) physical damage. When the target dies, the feathers seek out nearby enemies within 2-hexes, each dealing 23/34/146 (Attack damage) physical damage.

Damage: 176 = 150% Attack damage + 30% Ability power
Seek Damage 34 (Attack damage)
[35/35/100]
Attack Damage
65/98/146
Aurora
Aurora
On first cast, swap places with the left-most champion on your bench and continue fighting. That champion gains 50/100/1000% (Ability power) Attack Speed. If the swapped champion dies, return to the board.
Teleport to hit the most enemies in a line, dealing 50/125/3333 (Ability power) to each one, plus 575/1000/9999 (Ability power) split between all enemies hit.
Aurora cannot swap places with another Aurora.

Damage: 125 (Ability power)
[50/125/3333]
Split Damage: 1000 (Ability power)
[575/1000/9999]
On first cast, swap places with the left-most champion on your bench and continue fighting. That champion gains 50/100/1000% (Ability power) Attack Speed. If the swapped champion dies, return to the board.
Teleport to hit the most enemies in a line, dealing 50/90/3333 (Ability power) to each one, plus 525/800/9999 (Ability power) split between all enemies hit.
Aurora cannot swap places with another Aurora.

Damage: 90 (Ability power)
[50/90/3333]
Split Damage: 800 (Ability power)
[525/800/9999]
Kobuko
Kobuko
Passive: Attacks deal 90/135/314 (Ability power) bonus magic damage. At 35/35/90% Health, gain 630/1134/11664 (Health) Shield decaying over 4 seconds, 100% Attack Speed, 20/20/100% Omnivamp, and 100 Mana.
Active: Briefly gain 33/33/99% Durability, then pick up a nearby enemy, knocking up all enemies within 1 hex(Cyberboss: 2 hexes) for 1.5 seconds. Then, slam down, dealing 200/300/13370 (Ability power) magic damage to the target and 9/15/200% (Ability power) of the target's max Health as magic damage to all enemies hit.

On Hit Damage: 135 = 135% Ability power
[90/135/314]
Shield: 1134 (Health)
[70/70/400]
Damage: 300 = 300% Ability power
[200/300/13370]
Enemy Health Damage: 15% = 5% + 10% Ability power
[3/5/100]
Attack Speed
0.80
Mana
120 / 240
Passive: Attacks deal 100/150/999 (Ability power) bonus magic damage, and (Cyberboss: 50% in a one hex radius). At 50/50/90% Health, trigger 'Phase 2', then enrage for the rest of the fight, gaining 125% Attack Speed, 30/30/100% Omnivamp, and increasing the bonus magic damage by 33%.
Phase 2: Gain 900/1620/11664 (Health) Shield for 4 seconds. Pick up a nearby enemy, knocking up all enemies within 2 hexes for 1.5 seconds. Then, slam down, dealing 300/450/13370 (Ability power) magic damage to the target and 150/225/1337 (Ability power) magic damage to all other enemies hit.

On Hit Damage: 150 (Ability power)
[100/150/999]
Shield: 1620 (Health)
[100/100/400]
Damage: 450 (Ability power)
[300/450/13370]
Secondary Damage: 225 (Ability power)
[150/225/1337]
Attack Speed
1.00
Mana
No Mana
Samira
Samira
Dash towards the target and fire a volley of 20 (Ability Amp) bullets over 2 seconds split between enemies within three hexes. Each bullet reduces armor by 3 and deals 59/88/2194 (Attack damage) physical damage, reduced by 20% per hex distance from Samira (Total Damage: 1170/1755/43875 (Attack damage)).
When the volley ends, dash back to safety while dealing 325/488/7313 (Attack damage) physical damage to the current target.
For the duration of the Ability, Samira is Unstoppable and has 12/12/100% (Ability power) Omnivamp.

Bullet Damage: 88 Attack damage
[90/90/1500]
Slide Damage: 488 Attack damage
[500/500/5000]
Attack Damage
65/98/146
Dash towards the target and fire a volley of 20 (Ability Amp) bullets over 2 seconds split between enemies within three hexes. Each bullet reduces armor by 3 and deals 63/95/2363 (Attack damage) physical damage, reduced by 20% per hex distance from Samira (Total Damage: 1260/1890/47250 (Attack damage)).
When the volley ends, dash back to safety while dealing 350/525/7875 (Attack damage) physical damage to the current target.
For the duration of the Ability, Samira is Unstoppable and has 12/12/100% (Ability power) Omnivamp.

Bullet Damage: 95 Attack damage
[90/90/1500]
Slide Damage: 525 Attack damage
[500/500/5000]
Attack Damage
70/105/158
Urgot
Urgot
For 5/5/60 seconds, gain 125/125/500% Attack Speed and lock-on to the lowest percent Health enemy within 1 (Range) hexes. Attacks also fire 3 rockets, each dealing 68/102/1516 (Attack damage) total physical damage.
Each cast, the first time a locked-on enemy falls beneath 15/15/95% Health, execute them, reel them in, and grind them into parts.

Damage Attack damage
[95/95/999]
Damage: 102 = 95% Attack damage + 12% Ability power
Attack Damage
63/95/142
Mana
0 / 50
For 5/5/60 seconds, gain 125/125/500% Attack Speed and lock-on to the lowest percent Health enemy within 1 (Range) hexes. Attacks also fire 3 rockets, each dealing 74/111/1585 (Attack damage) total physical damage.
Each cast, the first time a locked-on enemy falls beneath 15/15/95% Health, execute them, reel them in, and grind them into parts.

Damage Attack damage
[100/100/1000]
Damage: 111 = 100% Attack damage + 12% Ability power
Attack Damage
66/99/149
Mana
0 / 40
Viego
Viego
Passive: When units die, absorb their soul and heal 88/158/3564 (Health) Health.
Active: Jump to the largest clump of enemies within 2 hexes, dealing 220/330/20000 (Ability power) magic damage to adjacent enemies and 100/150/20000 (Ability power) magic damage to other enemies within 2 hexes. 20% Shred all enemies hit for 4 seconds.
Shred: Reduce Magic Resist

Heal: 158 = 8% max Health
Damage: 330 (Ability power)
[220/330/20000]
Splash Damage 150 Ability power
[100/150/20000]
Passive: When units die, absorb their soul and heal 55/99/3564 (Health) Health.
Active: Jump to the largest clump of enemies within 2 hexes, dealing 200/300/10000 (Ability power) magic damage to adjacent enemies and 90/135/10000 (Ability power) magic damage to other enemies within 2 hexes. 20% Shred all enemies hit for 4 seconds.
Shred: Reduce Magic Resist

Heal: 99 = 5% max Health
Damage: 300 (Ability power)
[200/300/10000]
Splash Damage 135 Ability power
[90/135/10000]
A.M.P. 0
A.M.P.
A.M.P. champions upgrade their abilities in unique ways with Amp (Ability Amp). They also gain Health.
(2) 1 Ability Amp, 100 Health
(3) 2 Ability Amp, 200 Health
(4) 3 Ability Amp, 350 Health
(5) 4 Ability Amp, 500 Health
A.M.P. champions upgrade their abilities in unique ways with Amp (Ability Amp). They also gain Health.
(2) 1 Ability Amp, 100 Health
(3) 2 Ability Amp, 200 Health
(4) 3 Ability Amp, 400 Health
(5) 5 Ability Amp, 600 Health
Cypher 0
Cypher
Gain Intel by losing combat, increased for loss streaks. Gain a small amount for killing enemies.
You may trade your Intel for loot one time on round
3-3, 3-7, 4-3, 4-7, or 5-5.
After trading Intel, Cypher champions gain Attack Damage and Ability Power.
(3) 1x Intel, 30% Attack damageAbility power
(4) 1.5x Intel, 45% Attack damageAbility power
(5) 2x Intel, 55% Attack damageAbility power
Gain Intel by losing combat, increased for loss streaks. Gain a small amount for killing enemies.
You may trade your Intel for loot one time on round
3-3, 3-7, 4-3, 4-7, or 5-5.
After trading Intel, Cypher champions gain Attack Damage and Ability Power.
(3) 1x Intel, 30% Attack damageAbility power
(4) 1.5x Intel, 45% Attack damageAbility power
(5) 2x Intel, 65% Attack damageAbility power
Dynamo 0
Dynamo
Every 3 seconds, your team gains Mana. Dynamos gain 100% more.
(2) 5 Mana
(3) 7 Mana
(4) 10 Mana
Every 3 seconds, your team gains Mana. Dynamos gain 100% more.
(2) 4 Mana
(3) 7 Mana
(4) 10 Mana
Golden Ox 0
Golden Ox
Golden Ox gain Damage Amp and have a chance to drop gold on kill.
If you spend 0 gold on rerolls or XP in a single turn, permanently increase their Damage Amp and the gold required for the next bonus. Rerolls count double towards gold spent.
(Golden Ox must have fought last round)
(2) 12% Damage Amplification, 20% gold
(4) 22% Damage Amplification, 60% gold
(6) 30% Damage Amplification, 100% loot, 7% chance loot is a component
Golden Ox gain Damage Amp and have a chance to drop gold on kill.
If you spend 0 gold on rerolls or XP in a single turn, permanently increase their Damage Amp and the gold required for the next bonus. Rerolls count double towards gold spent.
(Golden Ox must have fought last round)
(2) 12% Damage Amplification, 20% gold
(4) 22% Damage Amplification, 60% gold
(6) 25% Damage Amplification, 100% loot, 7% chance loot is a component
Street Demon 0
Street Demon
Allies in painted hexes gain Health, Ability Power, and Attack Damage. Some hexes are Signature hexes and grant 50% more.
Street Demons double all bonuses.
(3) +6% Health, 6 Ability power, 6% Attack damage
(5) +10% Health, 10 Ability power, 10% Attack damage
(7) +15% Health, 15 Ability power, 15% Attack damage
(10) +50% Health, 50 Ability power, 50% Attack damage
Paint the town!
Allies in painted hexes gain Health, Ability Power, and Attack Damage. Some hexes are Signature hexes and grant 50% more.
Street Demons double all bonuses.
(3) +6% Health, 6 Ability power, 6% Attack damage
(5) +10% Health, 10 Ability power, 10% Attack damage
(7) +17% Health, 17 Ability power, 17% Attack damage
(10) +45% Health, 45 Ability power, 45% Attack damage
Paint the town!
Cybercoil
Cybercoil
+55
Armor
+55
Magic Resist
+65
Armor
+65
Magic Resist
Flux Capacitor
Flux Capacitor
Attacks store charge. At 4 charges, the next attack consumes the charges to deal 15% of the target's max health as physical damage and reduces their Armor by 10.
Recommended users: Zeri and Naafiri
+15%
Attack Damage
+20%
Attack Speed
Attacks store charge. At 4 charges, the next attack consumes the charges to deal 8% of the target's max health as physical damage and reduces their Armor by 10.
Recommended users: Zeri and Naafiri
+20%
Attack Damage
+25%
Attack Speed
Holobow
Holobow
Attacks that Critically Strike grant 2 bonus Mana. After casting an Ability, gain 60% Critical Strike Chance for 5 seconds.
Recommended users: Varus, Jhin, and Zeri
+25%
Attack Speed
+25
Ability Power
+15
Mana
Attacks that Critically Strike grant 2 bonus Mana. After casting an Ability, gain 40% Critical Strike Chance for 5 seconds.
Recommended users: Varus, Jhin, and Zeri
+25%
Attack Speed
+30
Ability Power
+15
Mana
Coronation
Coronation
Gain a Tactician's Crown. Tactician's Crown, Shield, and Cape grant the holder an additional 25% Attack Speed, 25% Attack Damage, and 35 Ability Power.
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.
Crown's Will
Crown's Will
Gain a Needlessly Large Rod. Your units gain 10 Ability Power and 10 Armor.
Gain a Needlessly Large Rod. Your units gain 10 Ability Power and 8 Armor.
Cyberdeck
Cyberdeck
On combat start, up to 2 of your Exotech units with 2 items gain an ideal Exotech item. Gain a Jax and Naafiri.
On combat start, 1 of your Exotech units with 2 items gains their ideal Exotech item. Gain a Jax and Naafiri.
Cybernetic Uplink II
Cybernetic Uplink II
Your champions holding an item gain 120 Health and restore 2.5 Mana per second.
Your champions holding an item gain 120 Health and restore 2 Mana per second.
Cybernetic Uplink III
Cybernetic Uplink III
Your champions holding an item gain 200 Health and restore 3.5 Mana per second.
Your champions holding an item gain 180 Health and restore 3 Mana per second.
Executioner Circlet
Executioner Circlet
Gain an Executioner Emblem, a Zed, and a Sparring Gloves.
Gain an Executioner Emblem, a Vex, and a Sparring Gloves.
Eye For An Eye
Eye For An Eye
For every 15 ally champions that die, gain a random component (max 4).
For every 15 ally champions that die, gain a random component (max 3).
Eye For An Eye+
Eye For An Eye+
Gain a random component. For every 16 ally champions that die, gain another component (max 3).
Gain a random component. For every 16 ally champions that die, gain another component (max 2).
Glass Cannon I
Glass Cannon I
Units that start combat in the back row begin combat at 90% health but gain 15% Damage Amp.
Units that start combat in the back row begin combat at 90% health but gain 13% Damage Amp.
Glass Cannon II
Glass Cannon II
Units that start combat in the back row begin combat at 90% health but gain 18% Damage Amp.
Units that start combat in the back row begin combat at 90% health but gain 20% Damage Amp.
Item Collector II
Item Collector II
Your team gains 20 Health. For each unique item they are holding, your team gains bonus 5 Health, 1.5 Attack Damage, and 1.5 Ability Power.
Your team gains 20 Health. For each unique item they are holding, your team gains bonus 5 Health, 1 Attack Damage, and 1 Ability Power.
Lucky Gloves
Lucky Gloves
Thief's Gloves will always give your champions ideal items. Gain 2 Sparring Gloves. In 7 rounds, get another Sparring Gloves.
Thief's Gloves will always give your champions ideal items. Gain 2 Sparring Gloves.
Lucky Gloves+
Lucky Gloves+
Thief's Gloves will always give your champions ideal items. Gain 3 Sparring Gloves.
Thief's Gloves will always give your champions ideal items. Gain 2 Sparring Gloves.
Reinforcing Skeleture
Reinforcing Skeleture
Whenever a Bruiser dies, it permanently gains 40 Health.
Gain a Darius and Alistar.
Whenever a Bruiser dies, it permanently gains 55 Health.
Gain a Darius and Alistar.
Rigged Shop+
Rigged Shop+
Your next shop and every 4 shops will contain all 3-cost champions. Gain 9 rerolls.
Your next shop and every 4 shops will contain all 3-cost champions. Gain 5 rerolls.
Sated Spellweaver
Sated Spellweaver
After casting an Ability, champions gain 20% Omnivamp for 3 seconds. Excess healing is converted to a shield up to 300 Health.
After casting an Ability, champions gain 15% Omnivamp for 3 seconds. Excess healing is converted to a shield up to 500 Health.
Scapegoat
Scapegoat
Gain a Training Dummy and 1 gold. If it is the first to die each player combat, gain 1 gold.
Gain a Training Dummy and 4 gold. If it is the first to die each player combat, gain 1 gold.
Spear's Will
Spear's Will
Your team gains 10% Attack Damage and 10 Mana. Gain a B.F. Sword.
Your team gains 10% Attack Damage and 5 Mana. Gain a B.F. Sword.
Spirit Link
Spirit Link
Your team restores 6% of their max Health every 4 seconds. Increase the healing by 0.5% for every 10 missing player Health.
Champions restore 6% of their max Health every 4 seconds. Increase the healing by 0.5% for every 10 missing player Health.
Subscription Service
Subscription Service
Now, and at the start of each Stage, open a Shop of 4 unique 4-cost champions and gain 6 gold.
Now, and at the start of each Stage, open a Shop of 4 unique 4-cost champions and gain 8 gold.
Trait Tracker
Trait Tracker
The first time you activate 8 non-unique traits for 1 combat, gain 6 random emblems.
The first time you activate 8 non-unique traits for 1 combat, gain 5 random emblems.
Trial Run
Trial Run
Gain an Exotech Golem with a copy of each of your Exotech items. It gains 1% Health and 2% Attack Damage per Exotech star level. Gain a Jhin and a Naafiri.
Gain an Exotech Golem with a copy of each of your Exotech items. Gain a Jhin and a Naafiri.
Vampiric Vitality
Vampiric Vitality
You heal for 20% of the damage you deal to enemy Tacticians. Your units gain 12% Omnivamp.
You heal for 12% of the damage you deal to enemy Tacticians. Your units gain 12% Omnivamp.
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