Set 15 Update

Set Mechanic: Power Ups

Power Ups have stormed into the arena, giving players the boost they need to ascend the ranks of the Coliseum! You can use the Power Snax on a champion to open an armory of empowering options for that champion. This should let you make any champion a superstar, and, when you're bored of them or find an even more exciting unit, you can pop off the Power Up and use it to Power Up the new champion! You will get 2 Power Snax each game during rounds 1-3 and 3-6.

Roles Revamped

With the launch of K.O. Coliseum, TFT is revising and evolving unit roles to offer more melee carries, weird but fun specialized units with different types of ultimates and attacks, and an overall more interesting gameplay experience. The game is changing how units gain mana depending on their roles, and how champions interact with different gameplay systems. For example, Tanks will now gain 5 mana per attack and will generate mana from taking damage. They'll also be at the center of aggression more often, making them more likely to be targeted. Meanwhile, casters will no longer generate mana from taking damage and will gain less mana per attack, but they’ll benefit from a small passive mana‐generation rate. The item system has also been overhauled so that most items now grant ongoing mana generation in place of initial mana.
These adjustments won't change how you've been playing TFT, but they will solve for edge cases like splash damage granting the enemy carries extra mana.
K.O. Coliseum will be available on PBE Tuesday, July 15th afternoon PT.
It will launch on live servers Wednesday, July 30th with patch 15.1.
STARTER PACK
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Units

Aatrox
1gold
Aatrox
Mighty Mech 0
Mighty Mech
Juggernaut 0
Juggernaut
Heavyweight 0
Heavyweight
Attack Tank
Range
1
Blade Vigor
Mana
20/80
Heal 126/152/194 (Ability powerHealth) and deal 125/190/280 (Attack damageAbility power) physical damage to the current target. Healing and damage are increased by up to 100% based on Aatrox's mising health.

Heal: 152 = 4% Health + 105 Ability power
[100/105/110]
Damage: Ability power
[25/40/55]
Damage: 190 = 150 (Attack damage) + 40 (Ability power)
[100/150/225]
Ezreal
1gold
Ezreal
Battle Academia 0
Battle Academia
Prodigy 0
Prodigy
Hybrid Caster
Range
4
Rising Spell Force
Mana
0/50
Fire a blast at the current target, dealing 220/330/550 (Ability power) magic damage and 110/165/275 (Attack damage) physical damage.
Blink a short distance, then gain 25% Attack Speed for 5 seconds and 12 (Potential) Attack Damage and Ability Power for the rest of combat.

Physical Damage: 165
[110/165/275]
Magic Damage: 330
[220/330/550]
Bonuses: 4 Attack damage per Potential; 4 Ability power per Potential
Garen
1gold
Garen
Battle Academia 0
Battle Academia
Bastion 0
Bastion
Attack Tank
Range
1
Mighty Blade of Justice
Mana
20/80
Heal 372/436/526 (HealthAbility power) and deal 150/226/352 (HealthAttack damage) physical damage to the target.
Gain 1 stack on cast. Each stack grants 11/13/15 (Potential) max Health.

Heal: 436 = 6% Health + 360 Ability power
[330/360/390]
Damage: 226 = 10% Health + 100 Attack damage
[80/100/125]
Permanent Health: 13 = 4 + 3 Health per Potential
[2/4/6]
Gnar
1gold
Gnar
Luchador 0
Luchador
Sniper 0
Sniper
Attack Carry
Range
4
Gadagadagada!
Mana
0/40
Passive: Gain 8% (Ability power) for each attack against the same target, up to 80% (Ability power).
Active: For 6 seconds, gain 90% Attack Damage and grant two nearby allies 20/25/35% Attack Damage, prioritizing Attack champions.

Bonus Attack Damage
[90/90/90]
Ally Attack Damage
[20/25/35]
Kalista
1gold
Kalista
Soul Fighter 0
Soul Fighter
Executioner 0
Executioner
Attack Caster
Range
4
Spirit Spear
Mana
10/90
Hurl a spear at the farthest enemy, dealing 460/690/1035 (Attack damage) physical damage to the first enemy hit. If the enemy dies the spear continues, dealing overkill damage to the next enemy hit.

Damage: Ability power
[60/90/135]
Damage: 690 = 600 (Attack damage) + 90 (Ability power)
[400/600/900]
Kayle
1gold
Kayle
Wraith 0
Wraith
Duelist 0
Duelist
Magic Specialist
Range
4
Unleash the Demon
Passive: Attacks deal 30/45/70 (Ability power) bonus magic damage. Gain additional power based on your Tactician level.
Level 6: Every 3rd attack launches a wave that deals 60/90/140 (Ability power) magic damage and 20% shreds enemies for 3 seconds.
Level 9: Every attack launches a wave. Waves travel farther.
Shred: Reduce Magic Resist

Damage: 45 (Ability power)
[30/45/70]
Wave Damage: 90 (Ability power)
[60/90/140]
Kennen
1gold
Kennen
Supreme Cells 0
Supreme Cells
Protector 0
Protector
Sorcerer 0
Sorcerer
Magic Tank
Range
1
Eye of the Hurricane
Mana
30/85
Heal 185/233/313 (HealthAbility power), then deal 130/195/300 (Ability power) magic damage to the 2 nearest enemies and stun them for 1 seconds.

Heal Ability power
[150/170/200]
Heal: 233 = 5% Health + 170 Ability power
Damage: 195 (Ability power)
[130/195/300]
Lucian
1gold
Lucian
Mighty Mech 0
Mighty Mech
Sorcerer 0
Sorcerer
Magic Caster
Range
4
Twin Cannon Fire
Mana
0/40
Fire 4 shots towards the target. Each deals 80/120/180 (Ability power) magic damage to the first enemy hit. For each miss, restore 10 mana.

Damage: 120 (Ability power)
[80/120/180]
Malphite
1gold
Malphite
The Crew 0
The Crew
Protector 0
Protector
Magic Tank
Range
1
Regolith Resistance
Mana
0/100
Passive: Gain 20 Armor for each item equipped.
Active: Deal 189/283/426 (ArmorAbility power) physical damage to enemies in a cone.

Damage: 283 = 60 Ability power + 405% Armor
[270/405/610]
Naafiri
1gold
Naafiri
Soul Fighter 0
Soul Fighter
Juggernaut 0
Juggernaut
Attack Fighter
Range
1
Spinning Soul-Saw
Mana
0/30
Gain 100/120/150 (Ability power) shield for 2 seconds, then deal 150/225/340 (Attack damage) physical damage to the target.

Shield: 120 = 120 Ability power
[100/120/150]
Damage: Attack damage
[150/225/340]
Rell
1gold
Rell
Star Guardian 0
Star Guardian
Bastion 0
Bastion
Magic Tank
Range
1
Unbreakable Celestial Lance
Mana
0/40
Deal 130/195/295 (Ability power) magic damage in a short line through the target, then reduce damage taken by 20/30/45 (Ability power) for 4 seconds.

Damage: 195 (Ability power)
[130/195/295]
Flat Damage Reduction: 30 (Ability power)
[20/30/45]
Sivir
1gold
Sivir
The Crew 0
The Crew
Sniper 0
Sniper
Attack Caster
Range
4
Star Cutter
Mana
0/60
Launch a returning blade 2-hexes through the current target. It deals 180/270/405 (Attack damageAbility power) physical damage to enemies hit, reduced by 40% per hit.

Damage: Ability power
[20/30/45]
Damage: 270 = 240 (Attack damage) + 30 (Ability power)
[160/240/360]
Syndra
1gold
Syndra
Crystal Gambit 0
Crystal Gambit
Star Guardian 0
Star Guardian
Prodigy 0
Prodigy
Magic Caster
Range
4
Bright Star Blast
Mana
0/30
Deal 230/345/520 (Ability power) magic damage to the target and reduces their Magic Resist by 10.

Damage: 345 (Ability power)
[230/345/520]
Zac
1gold
Zac
Wraith 0
Wraith
Heavyweight 0
Heavyweight
Magic Tank
Range
1
Reality Ripple
Mana
30/75
Heal 240/280/350 (Ability power) and deal 146/232/372 (Ability powerHealth) magic damage to enemies within a 1-hex radius.

Percent Maximum Health
[7/7/7]
Heal
[240/280/350]
Dr. Mundo
2gold
Dr. Mundo
Luchador 0
Luchador
Juggernaut 0
Juggernaut
Attack Tank
Range
1
Steel Chair Slam
Mana
30/90
Passive: Every 7 seconds the next attack deals 114/190/332 (Attack damageHealth) bonus physical damage.
Active: Gain 300/350/400 (Ability power) maximum health over 1.5 seconds and immediately trigger the passive.

Damage: 190 = 8% Health + 75 Attack damage
[50/75/125]
Heal: 350 (Ability power)
[300/350/400]
Gangplank
2gold
Gangplank
Mighty Mech 0
Mighty Mech
Duelist 0
Duelist
Attack Fighter
Range
1
Golden Giga Gun
Mana
0/40
Deal 350/525/875 (Attack damage) physical damage to the lowest health enemy within 2 (Range) hexes. If the target dies, 40% Ability power chance to gain 1 gold.

Damage: 525 (Attack damage)
[350/525/875]
Gold Chance: 40% = 40% (Ability power)
Janna
2gold
Janna
Crystal Gambit 0
Crystal Gambit
Protector 0
Protector
Strategist 0
Strategist
Magic Caster
Range
4
Crystal Chrysalis
Mana
10/60
Grant 80/100/125 (Ability power) shield to the 2 lowest Health allies for 4 seconds and fire butterflies dealing 480/720/1080 (Ability power) magic damage split between the 2 closest enemies.

Ally Shield: 100
[80/100/125]
Damage: 720 (Ability power)
[120/180/270]
Jhin
2gold
Jhin
Wraith 0
Wraith
Sniper 0
Sniper
Attack Specialist
Range
4
The Curtain Falls
Mana
0/4
Passive: Attack Speed is always 0.75/0.75/0.85. Convert 1% bonus Attack Speed into 0.8% Attack Damage. Every fourth attack is enhanced to deal 210/315/485 (Attack damage) physical damage.

Damage: 315 = 270 (Attack damage) + 45 (Ability power)
[180/270/415]
Damage: Ability power
[30/45/70]
Attack Speed:
[0.75/0.75/0.85]
Kai'Sa
2gold
Kai'Sa
Supreme Cells 0
Supreme Cells
Duelist 0
Duelist
Attack Carry
Range
4
Missile Massacre
Mana
0/50
Passive: Kills grant 1% permanent Attack Damage.
Active: Fire 8 missiles divided between the target and nearby enemies. Each missile deals 41/63/94 (Attack damageAbility power) physical damage.

Damage: Ability power
[6/8/14]
Damage: 63 = 55 (Attack damage) + 8 (Ability power)
[35/55/80]
Katarina
2gold
Katarina
Battle Academia 0
Battle Academia
Executioner 0
Executioner
Magic Reaper
Range
1
Teleports Behind You
Mana
0/30
Blink to the enemy with the lowest health within 2 hexes and deal 120/180/280 (Ability power) magic damage to enemies in a 1-hex radius.
Blink again, dealing 47/70/109 (Ability powerPotential) magic damage.

Damage: 180 (Ability power)
[120/180/280]
Additional Blink Damage: 70 (Ability powerPotential) = 13% per Potential of 180
Kobuko
2gold
Kobuko
Mentor 0
Mentor
Heavyweight 0
Heavyweight
Attack Tank
Range
1
Golden Paw Mantra
Mana
20/70
Gain 325/375/450 (Ability power) Shield for 3 seconds. The next attack deals 244/384/622 (Attack damageHealth) bonus physical damage and stuns for 1.75 seconds.

Shield: 375 = 375 Ability power
[325/375/450]
Damage: 384 = 125 (Attack damage) + 18% (Health)
[100/125/155]
Lux
2gold
Lux
Soul Fighter 0
Soul Fighter
Sorcerer 0
Sorcerer
Magic Caster
Range
4
Soulfire Explosion
Mana
30/70
Fire an energy ball towards the largest group of enemies containing the target. On arrival, 20% shred enemies in a 1-hex radius for 5 seconds and deal 250/375/585 (Ability power) magic damage split between them plus 70/105/165 (Ability power) magic damage to each.

Damage: 105 (Ability power)
[70/105/165]
Split Damage: 375 (Ability power)
[250/375/585]
Rakan
2gold
Rakan
Battle Academia 0
Battle Academia
Protector 0
Protector
Magic Tank
Range
1
All Eyes On Me
Mana
15/65
Heal 350/400/625 (Ability power) and deal 80/120/180 (Ability power) magic damage to the 3 closest enemies.
Heal the 2 lowest percent Health allies for 165/195/255 (Potential) health.

Heal: 400 (Ability power)
[350/400/625]
Damage: 120 (Ability power)
[80/120/180]
Ally Healing: 195 = 65 per Potential
[55/65/85]
Shen
2gold
Shen
The Crew 0
The Crew
Bastion 0
Bastion
Edgelord 0
Edgelord
Magic Tank
Range
1
Power Suit: Full Charge
Mana
25/75
Shield 400/475/575 (Ability power) for 4 seconds. The next 3 attacks deal 34/52/79 (Magic resist) bonus true damage.

Shield: 475 (Ability power)
[400/475/575]
Damage: 52 = 115% Magic resist
[75/115/175]
Vi
2gold
Vi
Crystal Gambit 0
Crystal Gambit
Juggernaut 0
Juggernaut
Attack Tank
Range
1
Shining Knuckle Explosion
Mana
20/75
Passive: Gain 2 ArmorMagic resist for each component equipped to your team.
Active: Heal 200/250/300 (Ability power), deal 150/225/350 (Attack damage) physical damage in a 1-hex radius centered on the target, and 20% Sunder enemies hit for 4 seconds.
Sunder: Reduce Armor

Heal: 250 (Ability power)
[200/250/300]
Damage: 225 (Attack damage)
[150/225/350]
Xayah
2gold
Xayah
Star Guardian 0
Star Guardian
Edgelord 0
Edgelord
Attack Carry
Range
4
Sharp Feathers Shine
Mana
20/70
Gain 80% (Ability power) attack speed for 3 attacks. These attacks deal 40/60/95 (Attack damage) bonus physical damage to the target and 2 nearby enemies

Attack Speed: 80 (Ability power)
Damage: 60 (Attack damage)
[40/60/95]
Xin Zhao
2gold
Xin Zhao
Soul Fighter 0
Soul Fighter
Bastion 0
Bastion
Attack Tank
Range
1
Guarding Crescent
Mana
10/65
Heal 275/325/400 (Ability power), deal 100/150/235 (Attack damage) physical damage to enemies in a 2-hex radius, and mark the current target. For 3 seconds, take 40% reduced damage from unmarked enemies.

Heal: 325 (Ability power)
[275/325/400]
Damage: Attack damage
[100/150/235]
Ahri
3gold
Ahri
Star Guardian 0
Star Guardian
Sorcerer 0
Sorcerer
Magic Caster
Range
4
Pure Heart Breaker
Mana
10/50
Deal 420/630/1010 (Ability power) magic damage to the current target, increased up to 75% based on the target's missing health.
If the target dies, deal 55% of overkill damage split between the 2 closest enemies, plus 40/60/95 (Ability power) magic damage per target.

Damage: 630 (Ability power)
[420/630/1010]
Secondary Damage: 60 (Ability power)
[40/60/95]
Caitlyn
3gold
Caitlyn
Battle Academia 0
Battle Academia
Sniper 0
Sniper
Attack Caster
Range
4
Magic Bouncing Bullet
Mana
0/60
Fire a bullet at the farthest enemy, dealing 370/555/885 (Attack damageAbility power) physical damage to the first target hit. The bullet bounces to a nearby enemy, dealing 90/135/210 (Attack damage) physical damage.
Bullets bounce +3 (Potential) times.

Damage: Ability power
[30/45/70]
Damage: 555 = 510 (Attack damage) + 45 (Ability power)
[340/510/815]
Secondary Damage: 135 (Attack damage)
[90/135/210]
Additional Bounces: 3 = 1 per Potential
Darius
3gold
Darius
Supreme Cells 0
Supreme Cells
Heavyweight 0
Heavyweight
Attack Fighter
Range
1
Grand Guillotine
Mana
0/30
Heal 110/170/225 (Ability power), then deal 260/390/605 (Attack damage) physical damage to the current target, increased by 60% against Tanks. If the target dies, immediately recast dealing 75% damage.

Damage
[260/390/605]
Heal: 170 (Ability power)
[110/170/225]
Jayce
3gold
Jayce
Battle Academia 0
Battle Academia
Heavyweight 0
Heavyweight
Attack Fighter
Range
1
Thundering Hammerstrike
Mana
0/40
Deal 180/270/415 (Attack damageAbility power) physical damage to enemies in a 1-hex radius centered on the target.
Shoot 3 (Potential) sparks split between the 3 nearest enemies. Sparks deal 65/100/160 (Attack damage) physical damage and reduce armor by 3.

Damage: Ability power
[20/30/50]
Damage: 270 = 240 (Attack damage) + 30 (Ability power)
[160/240/365]
Spark Damage: Attack damage
[65/100/160]
Num Sparks: 3 = 1 per Potential
Lulu
3gold
Lulu
Monster Trainer 0
Monster Trainer
Magic Caster
Range
4
Choose A Monster
Mana
0/100
Field Lulu to choose a monster to train! Each monster has unique abilities.
Kog'Maw
3gold
Kog'Maw
Monster Trainer 0
Monster Trainer
Magic Carry
Range
4
Static Surge
Mana
0/40
Passive: Gain 1 Ability power per Monster Trainer level. Attacks deal 30/45/70 (Ability power) bonus magic damage.
Active: The next attack deals 60/90/145 (Ability power) bonus magic damage to the target and the 2 closest enemies, then 30% Shred and Sunder them for 4 seconds.
Level 15: On-cast, gain 12% Attack Speed for the rest of combat.
Level 30: Gain infinite range and increase Attack Speed bonuses by 15%. Max Attack Speed is now 6.

On-Hit Damage
[30/45/70]
Enhanced Attack Damage: 90 (Ability power)
[60/90/145]
Rammus
3gold
Rammus
Monster Trainer 0
Monster Trainer
Magic Tank
Range
1
Durian Defense
Mana
40/110
Passive: Gain 1 ArmorMagic resist per Monster Trainer level.
Active: Gain 400/500/600 (Ability power) Shield for 4 seconds. When it breaks, deal 84/126/204 (ArmorMagic resist) magic damage to the nearest 3 enemies and stun them for 1 second.
Level 15: On cast, leap to the largest group within 2 hexes and taunt enemies. Gain 10/15/20 (Ability power) max Health per enemy taunted.
Level 30: Gain an additional 1 Armor Armor and Magic resist Magic Resist per Trainer level. Increase the stun to 1.5 seconds.

Shield Amount
[400/500/600]
Damage: 126 = 105% Armor + 105% Magic resist
[70/105/170]
Health Per Taunted Enemy
[10/15/20]
Smolder
3gold
Smolder
Monster Trainer 0
Monster Trainer
Attack Caster
Range
4
Burn Blast
Mana
0/60
Passive: Gain 1% Attack damage per Monster Trainer level. Damage Burns and Wounds for 5 seconds.
Active: Deal 350/525/840 (Attack damage) physical damage to the target, and 50/75/120 (Ability power) magic damage to the 3 nearest targets.
Level 15: Every 2 casts, fire a second blast at the next closest enemy, dealing 75% damage.
Level 30: Ignore 50% of the target's Armor. Reduce max mana by 10.

Damage: 525 (Attack damage)
[350/525/840]
Secondary Damage: 75 (Ability power)
[50/75/120]
Malzahar
3gold
Malzahar
Wraith 0
Wraith
Prodigy 0
Prodigy
Magic Caster
Range
4
Insidious Whispers
Mana
0/35
Infect the closest 1 uninfected targets, dealing 520/780/1300 (Ability power) magic damage over 15 seconds. If an infected target dies, the infection spreads to the nearest uninfected target for any remaining time.

Damage: 780 (Ability power)
[520/780/1300]
Neeko
3gold
Neeko
Star Guardian 0
Star Guardian
Protector 0
Protector
Magic Tank
Range
1
Falling Flower Eruption
Mana
20/80
Gain 35/35/40% Durability and heal 300/350/450 (Ability power) over 2 seconds, then deal 120/180/290 (Ability power) magic damage to enemies in a 2-hex radius.

Heal: 350 (Ability power)
[300/350/450]
Damage: 180 (Ability power)
[120/180/290]
Senna
3gold
Senna
Mighty Mech 0
Mighty Mech
Executioner 0
Executioner
Attack Caster
Range
4
Super Beam Cannon
Mana
15/75
Over 1 second, deal 310/465/740 (Attack damageAbility power) physical damage in a line through the current target. Enemies after the first take 78/116/185 (Attack damage) instead.
When no targets are left, regain mana based on the time remaining.

Damage: Ability power
[30/45/70]
Damage: 465 = 420 (Attack damage) + 45 (Ability power)
[280/420/670]
Secondary Damage: 116 = 25% of 465
Swain
3gold
Swain
Crystal Gambit 0
Crystal Gambit
Bastion 0
Bastion
Sorcerer 0
Sorcerer
Magic Tank
Range
1
Glittering Plumage Regalia
Mana
30/90
Gain 370/476/638 (HealthAbility power) max Health, then deal 25/35/55 (Ability power) magic damage every second to enemies in a 2-hex radius.
Subsequent casts heal 270/371/533 (Health) and increase the damage by 6/9/14 (Ability power).

Health Gain: 476 = 10% Health + 305 (Ability power)
[275/305/330]
Damage: Ability power
[25/35/55]
Heal: 371 = 10% Health + 200 (Ability power)
[175/200/225]
Damage Increase: Ability power
[6/9/14]
Udyr
3gold
Udyr
Mentor 0
Mentor
Juggernaut 0
Juggernaut
Duelist 0
Duelist
Attack Tank
Range
1
Blazing Phoenix Stance
Mana
40/80
Make 3 rapid attacks. Each heals Udyr for 160/200/250 (Ability power) and deals 35/50/80 (Attack damage) additional damage to enemies in a 1-hex radius.

Heal: 200 (Ability power)
[160/200/250]
Area Damage: 50 (Attack damage)
[35/50/80]
Viego
3gold
Viego
Soul Fighter 0
Soul Fighter
Duelist 0
Duelist
Magic Fighter
Range
1
Combo of the Ruined King
Mana
0/40
Passive: Attacks deal 60/90/138 (Base ADAbility power) magic damage.
Active: The next three attacks unleash a devastating combo.
Pommel Bash: Deal 100/150/250 (Ability power) magic damage.
Rising Slash: Deal 100/150/250 (Ability power) magic damage and briefly knock the target up.
Falling Slash: Deal 210/315/530 (Ability power) magic damage.

Passive Damage: 90 = 45 Base AD + 45 Ability power
[30/45/70]
Combo Damage: 150 (Ability power)
[100/150/250]
Final Combo Damage: 315 (Ability power)
[210/315/530]
Yasuo
3gold
Yasuo
Mentor 0
Mentor
Edgelord 0
Edgelord
Attack Reaper
Range
1
Unsheath the Storm
Mana
0/40
Deal 200/300/485 (Attack damage) physical damage to the 3 closest enemies.

Damage: Ability power
[40/60/100]
Damage: 300 = 240 (Attack damage) + 60 (Ability power)
[160/240/385]
Ziggs
3gold
Ziggs
The Crew 0
The Crew
Strategist 0
Strategist
Magic Carry
Range
4
Orbital Ordinance
Mana
0/90
Passive: Attacks are bouncing bombs that deal 60/90/140 (Ability powerBase AD) magic damage to the first enemy hit.
Active: Deal 200/300/465 (Ability power) magic damage in a 1-hex radius centered on the target.

Passive Damage: 90 = 30 Base AD + 60 (Ability power)
[40/60/95]
Damage: 300 (Ability power)
[200/300/465]
Akali
4gold
Akali
Supreme Cells 0
Supreme Cells
Executioner 0
Executioner
Magic Reaper
Range
1
Piercing Phantom Strike
Mana
0/30
Mark the farthest unmarked target within 4 hexes, then dash through all marked enemies in order. Each dash deals 80/120/500 (Ability power) magic damage to its target and 60/90/400 (Ability power) magic damage to other enemies hit.
If only one enemy remains, dash 3 times instead

Strike Damage: 120 (Ability power)
[80/120/500]
Dash Damage: 90 (Ability power)
[60/90/400]
Ashe
4gold
Ashe
Crystal Gambit 0
Crystal Gambit
Duelist 0
Duelist
Attack Carry
Range
4
Gates of Avarosa
Mana
0/80
The next 8 attacks fire bonus arrows dealing 112/168/600 (Attack damageAttack speed) physical damage split between the target and up to two random enemies within 2 hexes.

Arrows: 8 (Attack speed)
[8/8/8]
Damage Per Arrow: 21 (Attack damage)
[14/21/75]
Jarvan IV
4gold
Jarvan IV
Mighty Mech 0
Mighty Mech
Strategist 0
Strategist
Magic Tank
Range
1
Mega Drill Crash
Mana
45/150
Gain 532/688/2428 (Ability powerHealth) Shield for 4 seconds, then slam into a group of enemies, dealing 100/150/2000 (Ability power) magic damage to enemies within a 2 hex radius and stunning them for 1.5/1.75/8 seconds.

Shield: 688 = 12% Health + 450% Ability power
[400/450/2000]
Damage: 150 (Ability power)
[100/150/2000]
Stun Duration: 1.75
[1.5/1.75/8]
Jinx
4gold
Jinx
Star Guardian 0
Star Guardian
Sniper 0
Sniper
Attack Caster
Range
4
Star Rocket Blast Off!
Mana
10/80
Passive: Attacks grant 6/6/12% (Ability power) stacking Attack Speed, up to 60/60/120% (Ability power). Critical strikes instead grant 9/9/18% (Ability power).
Active: Deal 200/300/900 (Attack damage) physical damage to the target and 575/865/2500 (Attack damage) physical damage split across a 2-hex radius centered on the target.

Attack Speed per Attack: 6% (Ability power)
[6/6/12]
Damage: 300 (Attack damage)
[200/300/900]
Explosion Damage: 865 (Attack damage)
[575/865/2500]
K'Sante
4gold
K'Sante
Wraith 0
Wraith
Protector 0
Protector
Attack Tank
Range
1
Breakout Force
Mana
30/90
Passive (ALL OUT): On first death instead heal to full, gain 100% Attack Speed, convert 50% of Armor and Magic Resist into Attack Damage, and set max mana to 30. Then dash through the target and briefly stun them. While ALL OUT, lose 6/6/1% Health each second and heal 300/540/972 (Health) on kill.
Active: Gain 50/55/80% (Ability power) Durability for 3 seconds, then deal 144/216/144 (ArmorMagic resist) physical damage to the target.
Active (ALL OUT): . Deal 350/525/1500 (Attack damage) physical damage to the target.

Durability: 55% (Ability power)
[50/55/80]
Damage: 216 = 180% ArmorMagic resist
[120/180/120]
Damage (ALL OUT): 525 (Attack damage)
[350/525/1500]
Heal on Kill (ALL OUT): 540 = 30% Health
Karma
4gold
Karma
Mighty Mech 0
Mighty Mech
Sorcerer 0
Sorcerer
Magic Caster
Range
4
Destruction Disc
Mana
0/70
Fire an energy disc that deals continuous damage in a 1-hex radius centered on the target. The disc vanishes after dealing 1050/1575/5000 (Ability power) total magic damage.

Damage: 1575 (Ability power)
[1050/1575/5000]
Leona
4gold
Leona
Battle Academia 0
Battle Academia
Bastion 0
Bastion
Magic Tank
Range
1
Aegis of Unbreakable Dawn
Mana
30/100
Shield for 500/600/2000 (Ability power) for 4 seconds and deal 60/90/600 (ArmorMagic resist) magic damage to enemies in a 2-hex radius.
Fire sunbursts through enemies within 3-hexes. Each steals 6 (Potential) Armor and Magic Resist and deals 30/48/300 (ArmorMagic resist) magic damage.

Shield: 600 (Ability power)
[500/600/2000]
Damage: 90 = 75% Armor + 75% Magic resist
[50/75/500]
Sunburst Damage: 48 = 40% Armor + 40% Magic resist
[25/40/250]
Sunburst Resist Steal: 6 (Potential) = 2 per Potential
Poppy
4gold
Poppy
Star Guardian 0
Star Guardian
Heavyweight 0
Heavyweight
Attack Tank
Range
1
Spinning Galaxy Hammer
Mana
45/105
Gain 500/575/2500 (Ability power) Shield for 4 seconds. When it breaks, deal 310/498/3069 (HealthAttack damage) physical damage to the target and 115/189/1135 (HealthAttack damage) physical damage to other enemies in a 1-hex radius centered on the target. The target is stunned for 0.5/0.5/8-2.5/2.5/10 seconds based on how long the shield held, and other enemies are briefly stunned.

Shield: 575 (Ability power)
[500/575/2500]
Damage: 498 = 300 (Attack damage) + 10% Health
[200/300/2000]
Secondary Damage: 189 = 90 (Attack damage) + 5% Health
[60/90/600]
Ryze
4gold
Ryze
Mentor 0
Mentor
Executioner 0
Executioner
Strategist 0
Strategist
Magic Caster
Range
4
Tsunami Beam
Mana
10/60
Deal 720/1080/6000 (Ability power) magic damage to the target over 3 seconds. Enemies in a 1-hex radius around the target take 110/165/550 (Ability power) over the same duration.

Damage: 1080 (Ability power)
[720/1080/6000]
Additional Damage: 165 (Ability power)
[110/165/550]
Samira
4gold
Samira
Soul Fighter 0
Soul Fighter
Edgelord 0
Edgelord
Attack Caster
Range
4
Soul Shot / Inner Arsenal Unleashed
Mana
0/15
Passive: After casting, gain 1 Style and 5%% Omnivamp, up of 4 stacks. At max stacks, the next cast is Inner Arsenal Unleashed.
Soul Shot: Deal 90/135/500 (Attack damage) physical damage to the target and dash a short distance.
Inner Arsenal Unleashed: Double the passive bonus and leap to a nearby group of enemies, dealing 360/540/1725 (Attack damageAbility power) to all enemies in a 2-hex radius. Reset your Style to 0.

Soul Shot Damage: Attack damage
[90/135/500]
Arsenal Damage: Ability power
[50/75/225]
Arsenal Total Damage: 540 = 465 (Attack damage) + 75 (Ability power)
[310/465/1500]
Sett
4gold
Sett
Soul Fighter 0
Soul Fighter
Juggernaut 0
Juggernaut
Attack Tank
Range
1
Maximum Grit Overdrive
Mana
40/100
Over a short duration, heal 392/573/1928 (HealthAbility power) and deal 140/210/2000 (Attack damage) physical damage to the target.
Then, deal 164/259/893 (HealthAttack damage) physical damage in a cone. Enemies in the center line take 10/15/45 more physical damage, increased based on healing received this combat.

Heal: 573 = 12% Health + 335 Ability power
[260/335/1500]
Flurry Damage: Attack damage
[140/210/2000]
Punch Damage: 259 = 180 (Attack damage) + 4% (Health)
[120/180/750]
Damage from Healing: 15 = 15 + 15 per 100 healing
[10/15/50]
Volibear
4gold
Volibear
Luchador 0
Luchador
Edgelord 0
Edgelord
Attack Fighter
Range
1
Ursine Instinct
Mana
0/40
Passive: Every 4th attack deals 90/135/500 (Attack damage) physical damage in a 1-hex radius centered on the target. When changing targets, immediately slam for 150% damage.
Active: For 5 seconds gain 99/99/300% Attack Speed, 10/10/25% (Ability power) Omnivamp, and crowd control immunity.

Slam Damage: 135 (Attack damage)
[90/135/500]
Attack Speed: 99%
[99/99/300]
Yuumi
4gold
Yuumi
Battle Academia 0
Battle Academia
Prodigy 0
Prodigy
Magic Caster
Range
4
Read Or Die
Mana
0/40
Launch 15 pages dealing 28/42/150 (Ability power) magic damage each, split between the target and enemies within 2 hexes. Subsequent casts add +5 pages.
Every 5 pages, launch a bonus page that deals 27/40/144 (PotentialAbility power) true damage.

Damage per Page: 42
[28/42/150]
Potential Page Damage: 40 = 32% of 42 per Potential
Braum
5gold
Braum
The Champ 0
The Champ
Luchador 0
Luchador
Bastion 0
Bastion
Attack Fighter
Range
1
El Tigre Tornado
Mana
0/60
Stun the target and spin them around for 1.5 seconds, dealing 550/825/9001 (Attack damage) physical damage to the target and 275/415/4501 (Attack damage) to other enemies in a 2-hex radius.
Then throw the target forward, dealing 100/150/2000 (Attack damage) in a 1-hex area around the target. If the target drops below 18% (Ability power) health, throw them off the board instead.

Damage: 825 (Attack damage)
[550/825/9001]
Damage: 415 (Attack damage)
[275/415/4501]
Toss Damage: 150 (Attack damage)
[100/150/2000]
Execute Threshold: 18% (Ability power)
[18/18/18]
Gwen
5gold
Gwen
Soul Fighter 0
Soul Fighter
Sorcerer 0
Sorcerer
Magic Reaper
Range
2
Soul Stitch / Rip The Threads
Mana
0/40
Passive: Attacks deal 30/45/400 (Ability power) magic damage in a cone. Every 3rd cast is Rip the Threads.
Soul Stitch: Fire 3 needles through the board, dealing 35/55/1000 (Ability power) magic damage to enemies hit and leaving threads behind.
Rip The Threads: Deal 350/525/9999 (Ability power) split between all enemies and 100/150/9001 (Ability power) bonus magic damage to each. Enemies near at least one thread take 10% more damage.

Cone Damage: 45 (Ability power)
[30/45/400]
Needle Damage: 55 (Ability power)
[35/55/1000]
Burst Damage: 150 (Ability power)
[100/150/9001]
Divided Damage: 525 (Ability power)
[350/525/9999]
Lee Sin
5gold
Lee Sin
Stance Master 0
Stance Master
Attack Fighter
Range
1
A Demonstration of Skill
Mana
0/100
Field Lee Sin to choose a stance. Each stance has a unique ability, and grants Lee Sin a bonus trait.
Seraphine
5gold
Seraphine
Star Guardian 0
Star Guardian
Prodigy 0
Prodigy
Magic Caster
Range
4
Ultimate Friendship Bomb
Mana
0/140
Passive: Ultimate Friendship Bomb's damage scales on Power of Friendship, which is based on all of your team's bonus stats (Attack damageAbility powerArmorMagic resistAttack speedCritical strike changeCritical strike damageHealth). Stats on Seraphine contribute more.
Active: Fire a friendship bomb towards the largest group of enemies within 5 (Range) hexes, dealing  (Power of Friendship) magic damage in a 2-hex radius.

Damage: @TFTUnitProperty.trait:TFT15_Seraphine_PowerOfFriendship@ (Attack damageAbility powerArmorMagic resistAttack speedCritical strike changeCritical strike damageHealth)
[125/190/2468]
Twisted Fate
5gold
Twisted Fate
Rogue Captain 0
Rogue Captain
The Crew 0
The Crew
Hybrid Marksman
Range
4
52 Card Calamity
Mana
40/120
Passive: Attacks bounce between 3 enemies, dealing 25/40/777 (Ability power) bonus magic damage and marking the target. Attacks deal 30% reduced damage per hit.
Active: Deal 90/135/1500 (Attack damage) physical damage to the 4/4/20 enemies, and detonate their marks for 22/33/500 (Ability power) magic damage each.

Passive Damage: 40 (Ability power)
[25/40/777]
Damage: 135 (Attack damage)
[90/135/1500]
Damage Per Mark: 33 (Ability power)
[22/33/500]
Varus
5gold
Varus
Wraith 0
Wraith
Sniper 0
Sniper
Attack Caster
Range
4
Level Zero: 100 Shot Demon
Mana
10/85
Passive: Gain mana when units die. Enemies grant 5, allies 3.
Active: Fire 3 (Attack speed) piercing arrows per second at random enemies until Varus is out of mana. Each arrow costs 12/12/6 mana and deals 110/165/533 (Attack damageAbility power) physical damage, reduced by 35% per hit.

Arrows Per Second: 3 = 3 + 1 per 50% (Attack speed)
Arrow Damage Ability power
[10/15/200]
Arrow Damage: 165 = 150(Attack damage)) Attack damage + 15 (Ability power)
[100/150/333]
Yone
5gold
Yone
Mighty Mech 0
Mighty Mech
Edgelord 0
Edgelord
Attack Fighter
Range
1
Dual Blade Technique: Inner Reflection
Mana
100/180
Passive: Attacks grant 5/5/25% stacking Attack Speed and Movement Speed, and alternate between dealing 30/45/400 (Attack damage) bonus true damage and 90/135/999 (Ability power) bonus magic damage.
Active: Send an echo towards the two furthest enemies, dealing 150/225/9999 (Attack damage) physical damage and briefly knocking up enemies hit.

True Damage: 45 (Attack damage)
[30/45/400]
Magic Damage: 135 (Ability power)
[90/135/999]
Strike Damage: 225 (Attack damage)
[150/225/9999]
Zyra
5gold
Zyra
Crystal Gambit 0
Crystal Gambit
Rosemother 0
Rosemother
Magic Caster
Range
4
Crystal Thorn Expansion
Mana
40/100
Summon 4/4/20 untargetable Thornspitters that deal 100/150/999 (Ability power) per attack and attack 4 times.
Non-plant allies gain 65/85/1024% (Ability power) Attack Speed decaying over 4 seconds.

Plants:
[4/4/20]
Plant Damage: 150 (Ability power)
[100/150/999]
Attack Speed: 85% (Ability power) = 25% + 60% (Ability power)
[40/60/999]

Traits

Battle Academia 0

Battle Academia

Battle Academia champions upgrade their abilities and gain Potential Potential. Potential improves their abilities.
Prismatic: Demonstrate champion mastery by using 160 completed items in player combat (0/160).
True Potential Unlocked: +10 Potential
(3) 3 Potential
(5) 5 Potential
(7) 7 Potential
EzrealGarenKatarinaRakanCaitlynJayceLeonaYuumi
Crystal Gambit 0

Crystal Gambit

Kills and losses during player combats earn Gem Power. Every 4 player combats choose to convert Gem Power into rewards or Double Down.
While Double Down is active losses grant 100% more Gem Power, but wins lose 50% Gem Power and cash out immediately.
Gem Power gains increase at stages 3 and 4.
(3) 0 per kill; 0 per loss
(5) Every 0 kills, gain bonus loot and reroll a new kill number. (Kills: 0)
(7) 200% rewards. Crystal Gambit units gain 400 Health and 25% Damage Amplification
.
SyndraJannaViSwainAsheZyra
Luchador 0

Luchador

Luchadors gain bonus Attack Damage.
At 50% health, Luchadors cleanse negative effects, heal, and leap back into the fight, knocking up enemies in a 1-hex radius for 1.5 seconds.
(2) 15 Attack damage; 20% Health heal
(4) 40 Attack damage; 50% Health heal
GnarDr. MundoVolibearBraum
Mentor 0

Mentor

This trait is active only when you have exactly 1 or 4 unique Mentors.
(1) Allies gain the bonus
(4) Mentors gain all bonuses and upgrade their abilities. Other allies gain nothing.
Kobuko: 6% Damage Reduction
Udyr: 8% Attack Damage and Ability Power
Yasuo: 10% Attack Speed
Ryze: Attacks grant 2 bonus Mana
KobukoUdyrYasuoRyze
Mighty Mech 0

Mighty Mech

Gain The Mighty Mech. Mighty Mechs heal it for 10% of the damage they deal.
Unlock the Mightiest Mech
(3) The Mighty Mech arrives
(5) Blade Protocol: Level 1
(7) Blade Protocol: Level 2
Each Mighty Mech champion's star level increases The Mighty Mech's power.
AatroxLucianGangplankSennaJarvan IVKarmaYone
Monster Trainer 0

Monster Trainer

Choose which monster Lulu summons to replace her in combat! It gains XP after each combat and bonus XP for each takedown it participates in.
Lulu
Rogue Captain 0

Rogue Captain

Twisted Fate upgrades the Crew Ship to deal 15% of it's damage as true damage and draws Bounty Cards each round that grant random rewards.
Twisted Fate
Rosemother 0

Rosemother

Gain 1/1/8 placeable plants, based on Zyra's star level. Plants in the front two rows grow into durable Grasping Roots, while plants in the back two rows grow into Deadly Spines.
Rosemother plants benefit from Zyra's Ability Power and Attack Speed.
When Zyra casts, her plant restores 35% Health and gains 35% Attack Speed for the rest of combat. If the plant is dead, she revives it instead.
Zyra
Soul Fighter 0

Soul Fighter

Soul Fighters gain bonus Health, and gain Attack Damage and Ability Power every second up to 8 stacks. At max stacks deal bonus true damage.
Prismatic: Defeat 10 players in combat.
MAXIMUM SOUL POWER.
(2) 120 Health, 1% Attack damageAbility power, +10% damage
(4) 200 Health, 2% Attack damageAbility power, +16% damage
(6) 300 Health, 3% Attack damageAbility power, +24% damage
(8) 450 Health, 4% Attack damageAbility power, +36% damage
KalistaNaafiriLuxXin ZhaoViegoSamiraSettGwen
Stance Master 0

Stance Master

When you field Lee Sin, choose between Duelist Stance, Executioner Stance, and Juggernaut Stance! Each stance has a unique ability, and grants Lee Sin the associated trait.
Lee Sin
Star Guardian 0

Star Guardian

Star Guardians have a unique Teamwork bonus that is granted to all Star Guardians. Every Star Guardian fielded increases the bonus!
Prismatic: Spend 23456 mana
THE STARS AWAKEN.
Rell: Gain shields
Syndra: Gain Ability Power
Xayah: Magic damage on attack
Ahri: On cast, gain Mana
Neeko: Increase heals & shields
Poppy: Heal at low Health
Jinx: Gain Attack Speed
Seraphine: Gain every stat
Emblem: Increase other bonuses
RellSyndraXayahAhriNeekoJinxPoppySeraphine
Supreme Cells 0

Supreme Cells

The Cell who dealt the most damage last combat is Supreme. When the Supreme Cell dies, the Cell with the highest current damage becomes Supreme.
Cells gain Damage Amp. The Supreme Cell gains more and executes enemies under 10% Health.
(2) 5% Damage Amplification | 10% Damage Amplification
(3) 15% Damage Amplification | 25% Damage Amplification
(4) 25% Damage Amplification | 40% Damage Amplification. Gain a second Supreme
KennenKai'SaDariusAkali
The Champ 0

The Champ

The Champ's victories against players grant 2 Poro-fans! On loss Poro-fans prevent 1 Tactician damage each, then you lose 75% of your fans.
Braum
The Crew 0

The Crew

Crew champions gain 6% Health and Attack Speed for each Crew member fielded.
Every 3-star Crew champion grants an additional bonus.
(1x 3-Star): +1 XP per paid reroll, and Crew unit odds never drop with player level.
(2x 3-Star): +1 free reroll / round.
(3x 3-Star): Deal 280 damage to fire a rocket dealing 110.
(4x 3-Star): Fire rockets 2.5% more often per player level.
(5x 3-Star): Fire the Planet Cracker.
MalphiteSivirShenZiggsTwisted Fate
Wraith 0

Wraith

Every 5 seconds, the Shadow Realm strikes the 3 closest enemies, dealing total magic damage equal to a portion of damage dealt by Wraiths since the last trigger.
Your lowest health Wraith heals for 18% of damage dealt by Wraiths and the Shadow Realm.
(2) 18% damage.
(4) 35% damage.
(6) 55% damage.
KayleZacJhinMalzaharK'SanteVarus
Bastion 0

Bastion

Your team gains 10 Armor and Magic Resist.
Bastions gain more, and the value doubles in the first 10 seconds of combat.
(2) 18 ArmorMagic resist
(4) 36 ArmorMagic resist
(6) 70 ArmorMagic resist; Non-Bastions gain an additional 25 ArmorMagic resist.
GarenRellShenXin ZhaoSwainLeonaBraum
Duelist 0

Duelist

Duelists gain Attack Speed on each attack, stacking up to 12 times.
(2) 4% Attack speed
(4) 7% Attack speed
(6) 10% Attack speed; Duelists gain 10% Damage Reduction
KayleGangplankKai'SaUdyrViegoAshe
Edgelord 0

Edgelord

Edgelords gain Omnivamp and Attack Damage. While attacking enemies under 50% Health, they gain 40% Attack Speed.
(2) 10% Omnivamp, 15% Attack damage
(4) 12% Omnivamp, 35% Attack damage
(6) 15% Omnivamp, 60% Attack damage
ShenXayahYasuoSamiraVolibearYone
Executioner 0

Executioner

Executioners gain Critical Strike Chance and Damage. Their Ability can critically strike.
(2) 25% Critical strike change; 10% Critical strike damage
(3) 35% Critical strike change; 12% Critical strike damage
(4) 45% Critical strike change; 15% Critical strike damage
(5) 55% Critical strike change; 20% Critical strike damage
KalistaKatarinaSennaAkaliRyze
Heavyweight 0

Heavyweight

Your team gains 100 Health.
Heavyweights gain additional bonus Health, and Attack Damage equal to a percentage of their Health.
(2) 20% Health | 0.2% Health to Attack damage
(4) 40% Health | 0.4% Health to Attack damage
(6) 55% Health | 0.6% Health to Attack damage
AatroxZacKobukoDariusJaycePoppy
Juggernaut 0

Juggernaut

Juggernauts gain Durability, increased above 50% health. When a Juggernaut dies, other Juggernauts heal for 10% of their max Health.
(2) 15% or 25% Damage Reduction
(4) 20% or 35% Damage Reduction
(6) 25% or 40% Damage Reduction
AatroxNaafiriDr. MundoViUdyrSett
Prodigy 0

Prodigy

Your team gains Mana Regen. Prodigies gain more.
(2) 1 Mana Regen | 3 Mana Regen
(3) 2 Mana Regen | 5 Mana Regen
(4) 3 Mana Regen | 7 Mana Regen
(5) 4 Mana Regen | 9 Mana Regen | Prodigy abilities heal an ally for 12% of the damage dealt.
EzrealSyndraMalzaharYuumiSeraphine
Protector 0

Protector

Units gain 5% Durability while shielded.
Once per combat at 50% Health, Protectors shield themselves and their closest ally for a percent of their maximum Health. Shields stack.
(2) 20% Health shield
(4) 40% Health shield
(6) 60% Health shield
KennenMalphiteJannaRakanNeekoK'Sante
Sniper 0

Sniper

Snipers gain Damage Amp, increased against targets farther away.
(2) 10% Damage Amplification; +4% Damage Amplification per hex
(3) 15% Damage Amplification; +6% Damage Amplification per hex
(4) 25% Damage Amplification; +9% Damage Amplification per hex
(5) 30% Damage Amplification; +12% Damage Amplification per hex
GnarSivirJhinCaitlynJinxVarus
Sorcerer 0

Sorcerer

Sorcerers gain bonus Ability Power.
When an enemy dies after being damaged by a Sorcerer, they deal a percentage of that enemy's maximum Health to another enemy.
(2) 20 Ability power; 8% max Health
(4) 50 Ability power; 10% max Health
(6) 80 Ability power; 12% max Health to 2 enemies
KennenLucianLuxAhriSwainKarmaGwen
Strategist 0

Strategist

Combat Start: Allies in the front 2 rows gain a shield for 15 seconds. Allies in the back 2 rows gain Damage Amp. Strategists gain triple.
(2) 150 Shield; 4% Damage Amplification
(3) 250 Shield; 7% Damage Amplification
(4) 400 Shield; 11% Damage Amplification
(5) 500 Shield; 15% Damage Amplification
JannaZiggsJarvan IVRyze

Power Ups

Over 9000
At the start of each round, gain a random permanent stat bonus.
Current: +0 Attack damage, +0 Ability power, +0% Attack speed, +0 Armor, +0 Magic resist, +0 Health, +0 Mana Regen
Inner Fire
Every 2 seconds, Burn and Wound the closest non-Burning enemy for 10 seconds. Take 15% less damage from Burning enemies.
Artistic KO
Every 4th attack deals 40% more damage. Overkill damage bounces to the nearest enemy.
Demolitionist
Ability damage stuns for 1 second.
Weights
Gain 10 Weights. At 1+, move and attack 50% slower. Player victories drop 1 Weights, 2 on a loss. At 0, move faster and gain 60% Attack Speed and 20% Damage Reduction. (Weights Left: 0)
Shadow Clone
Create a perfect copy of this champion with the same items equipped that deals 25% damage.
Max Arcana
Gain 15% Ability Power, and permanently gain 1% every 2 takedowns. (Current: 0% Ability power)
Corrupted
Start dormant. Gain 4.5% Damage Amp and 80 Health whenever any unit dies. At 60% Health, awaken and blink toward enemies, stunning them for 1.5 seconds.
Cyclone Rush
Gain Attack Speed. At combat start, disable the opposite enemy for 3 seconds.
(1) 15% Attack speed.
(2) 25% Attack speed. Disable two enemies.
Space Ace
Damage this champion deals contributes 100% more towards launching rockets from The Crew's ship.
Hero's Arc
Gain 4.5% Damage Amp per player level. At level 10 gain an additional 35% Damage Amp.
Tank-zilla
Gain 20% max Health and grow larger. After 15 seconds, knock up all enemies for 1.5 seconds.
Thrillseeker
(0) Kills heal 15% max Health and grant 40% Attack Speed for 2 seconds.
(0) 50% Attack speed on kill. Execute enemies below 10% Health.
Max Vitality
At combat start gain 35 permanent Health. Every 10 seconds this champion survives, gain 10 additional permanent Health.
(Current: 0 Health)
Final Form
After round 4-5 if this champion is 3-star, become 4-star at combat start.
Ramping Rage
Attacks grant 3% stacking Attack Speed.
Solar Breath
Every 2 seconds, Burn and Wound the closest non-Burning enemy for 10 seconds. Deal 15% more damage to Burning enemies.
Superstar
Your team gains 4% Damage Amp, increased by 3% for each 3-Star on your team. This champion gains 200% of the bonus.
Star Student
(1) Gain 200 Health and +60% Potential Potential
(2) Gain 300 Health and +60% Potential Potential
Mastermind
At combat start, gain 50 Mana and give 25 Mana to all allies in a line in front of this champion.
Bestest Boy
Every 5 seconds, Lulu feeds a snack to her Monster: 13% Health Healing for Rammus, 12% Attack Damage for Smolder, or 12% Ability Power for Kog'Maw.
Killer Instinct
Abilities target the lowest Health enemy in range instead. Gain 2 Mana Regen.
Singularity
Become a 2-hex singularity, dealing 1.5% (Health) as magic damage every second. When enemies die within the radius, gain 4 permanent Health. (Total: 0 Health)
Strong Spark
Every 3 seconds, zap the closest enemy for 9% of their max Health as magic damage. Whenever an enemy is stunned by any source, zap them.
Fairy Tail
On cast spawn 2 fairies that each deal 80-200 (based on Stage) magic damage to the target over the next 8 seconds.
Untouchable
Become untargetable while 4+ allies are alive. If this champion ends the fight at full Health, permanently gain 2% Damage Amp. (Current: 0% Damage Amplification)
Mechablade
Gain Attack Speed equal to 3% maximum Health. Attacks grant 2 bonus Mana.
Precision
Set Attack Speed to 70. Convert 1% Attack Speed to 0.8% Attack Damage. Attacks deal 130% more damage and grant 10 more Mana.
Kahunahuna
Every 6 attacks, deal 200 (Attack damage) true damage.
All Out
At combat start go ALL OUT, gaining 20% Damage Reduction and 50% Attack Damage. Health no longer decays while ALL OUT.
Magic Expert
Gain 10% Ability Power. All other sources of Ability Power give 30% more.
Surge 66
Gain 15% Attack Speed and 10% Ability Power. After 15 and 66 attacks, this amount doubles. (Attacks: 0)
Wonder Twins
(0) When fielding 2+ copies of this unit, grant both 40% of a stat based on Role. At 3-Star, gain a 2-Star copy.
(0) 60% bonus stats.
Infernal Speed
Gain 10% Attack Speed. On takedown, generate a Cinder. Grant your team 2% bonus Attack speed for every 8 Cinders. (Cinders: 0; Team Attack speed: 0%)
Living Wall
Gain 20 Armor and Magic Resistance. At combat start allies in the back row gain 1% Attack Speed for every 30 combined Armor and Magic resist this champion has.
Rogue
(0) Combat Start: Jump into the enemy backline
(0) AND the first attack on an enemy bleeds them for 55% of their Health as magic damage over 2.5 seconds
Annihilation
Gain 15% Damage Amp, increased to 30% Damage Amp after the first takedown each combat.
100 Push Ups
Gain 15% Damage Reduction. For every 3 rerolls you spend gold on, gain 1% permanent Damage Amp. (Current: 0% Damage Amplification)
Gem Core
The Mighty Mech converts 8% of damage taken into Attack Damage and Ability Power, and gains 100 Armor and Magic Resist.
Crystal Rose champions are treated as Mighty Mechs for the Mech's abilities.
Bonus Bloom
Gain an additional plant. Plants deal 20% less damage and have 30% less Health.
Atomic
Store 15% max Health at combat start and 2% more every second. On death, deal the stored Health as magic damage in a large radius.
Gather Force
On cast, gain stacking Attack Damage equal to 40% of Mana spent.
Ultra Stance
Gain 100 Health and grant an additional +1 to the selected Stance's trait.
Unstoppable
Gain 400 Health and immunity to crowd control. Charge to new targets, stunning enemies passed through for 1 seconds.
Crimson Veil
Gain 20% Omnivamp. Overhealing from Omnivamp converts to shield. (Max: 40% Health)
Rising Chaos
On cast, fire an additional orb that deals 8% damage to a random enemy. Subsequent casts add an additional orb.
Hungry Hero
Gain 100 Health and 8% Attack Damage. Each round, you may pay 3 player health for 30 Health and 3 Attack damage.
<TFTTrackerLabel>(Total: 0 Health 0 Attack damage)</TFTTrackerLabel>
Desperado
After every 12th attack, fire five projectiles at the closest enemies that deal 100% of Basic Attack Damage as physical damage.
Frost Touch
(1) Attacks have a 15% chance to stun the target for 1.5 seconds.
(2) These attacks deal 50 bonus magic damage per Stage.
Heart of Gold
If this champion survives a player combat, gain 2 gold.
Classy
This champion's last-listed trait is 40% more effective on them.
Fan Service
Xayah and Rakan gain bonus stats based on each other's star level.
(1) 10% Attack damageAttack speed | 180 Health, 12 ArmorMagic resist
(2) 12% Attack damageAttack speed | 250 Health, 15 ArmorMagic resist
Not Done Yet
Once this champion has died 8 times, gain 25% Health, 10% Omnivamp, and 25% Damage Amp. (Deaths: 0)
Tiny Terror
Gain 12% Attack Speed. At 50% Health, double it for the rest of combat. Then, shrink in size for 4 seconds, dodging all attacks.
Stand United
Shen's ability also shields the lowest health ally for 40% of his shield and gains 10 stacking Magic Resist on cast.
Fusion Dance
At combat start, fuse with the nearest ally, gaining 40% of their Health, Attack Damage, and Ability Power.
Blink Attack
When switching targets, blink to the next target. The next attack deals 150% more as magic damage.
Soul Chipper
Dealing magic damage reduces Magic Resistance by 4 for the rest of combat.
Spiky Shell
Gain 40 Armor. Enemies attacking this champion take 25 + 5 per stage physical damage. (1 second cooldown per attacker)
Round Two
On death, summon a Training Dummy equipped with the same items. It has 120% of this unit's health.
Doom Barrage
Arrows cost 3 less Mana during Varus's Ability.
Midas Touch
Attacks and Abilities execute enemies below 10% Health. Kills have a 25% chance to drop a gold.
Unflinching
Gain 15% Omnivamp and immunity to crowd control for the first 12 seconds of combat.
Mech Pilot
(1) Pilot the Mech, granting it your stats: 50% Health, 100% Attack damageAbility powerAttack speed. Eject when at 50%.
(2) The Mech gains 15% Durability. Health increased to 75% Health.
Hat Trick
Gain 10% Attack Damage and Ability Power. Each takedown, don a hat that grants 2% of each. On death, lose 50% of your hats. (Current Hats: 0)
Super Genius
Every 2 seconds gain Ability Power equal to your Mana Regen.
Attack Expert
Gain 5% Attack Damage. All other sources of Attack Damage give 30% more.
Finalist
Gain 12% Damage Amp and 8% Damage Reduction, increased by 3% Damage Amplification and 3% Damage Reduction for each eliminated player.
Body Change
At combat start, take the form of the nearest ally, granting them and this champion a 20% Health shield.
Golden Edge
Attacking 70 times grants 0 gold. This gold value increases by 1 each time it activates. (Attacks: 0 / 70)
Pack Tactics
Gain 2 packmates that deal 20% (Base AD) physical damage. When Naafiri uses her Ability, packmates dash to the lowest Health enemy within 2 hexes.
Dread Note
(0) If alive at 18 and 30 seconds, kill the enemy with the most Health
(0) At 15 and 25 seconds instead.
Corrosive
30% Shred and Sunder enemies within 2 hexes. Take 15% less damage from Shredded or Sundered enemies.
Needlework
Fire 2 bonus needles with every 1st and 2nd cast that deal 50% damage.
Critical Threat
Abilities can Critically Strike. Every 3 seconds, gain 5% Critical Strike Chance.
Colossal
Take up two slots. Gain Health, Durability, and Damage Amp.
(1) 1000 Health; 15% Damage Reduction; 10% Damage Amplification.
(2) 1400 Health; 20% Damage Reduction; 30% Damage Amplification.
Essence Share
On cast, the 2 nearest allies gain 20% of Mana spent.
Robo Ranger
Gain 40% of The Mighty Mech's Attack Damage and Ability Power, and 20% of its Health.
Stand Alone
If this champion starts combat alone in its row, gain 35% Health.
Selfish
Gain 10% Damage Reduction. Heal for 5% of damage dealt by all other allies.
Warming Up
At combat start or when this activates gain 40 Armor and Magic Resistance. Every second, convert 2 resists into 2% Attack Damage. (Up to 40)
Ordinary
If this champion has no active traits, gain 300-650 Health and 10-50% Attack Speed (based on current Stage).
Efficient
Abilities cost 20 less Mana to cast.
Mind Battery
The first cast each combat grants 5 Mana Regen and 30% Ability Power.
Keen Eye
Attacks and Abilities ignore 40% of enemy's Magic Resistance.
Dark Amulet
Heal for 15% of magic damage dealt. On cast, take 8% max Health as true damage, but gain 10 stacking Ability Power.
Regenerative
Heal 5% max Health every 3 seconds. Gain 10% increased healing from all sources.
Storm Bender
(1) Summon a storm that echoes 25% of damage dealt as magic damage.
(2) Both champions contribute damage. The storm is bigger.
Socialite
Combat start: Mark adjacent hexes for 3 rounds. Allies in marked hexes gain 10% Damage Amp and 100 Health. This champion gains 200% of the bonus.
Hyperactive
Takedowns grant 120% Attack Speed that rapidly decays over 3 seconds.
Final Ascent
Ascend an additional time at levels 7 and 10.
Level 7: Gain 4% Ability Power every 3 attacks.
Level 10: Launch 2 additional waves that deal 50% damage.
Caretaker
On cast, the lowest percent Health ally gains 120 (Ability power) shield for 6 seconds.
Sky Piercer
Damage 30% Shreds and Sunders enemies for 8 seconds. Deal 10% increased damage against Shredded and Sundered enemies.
Team Captain
(1) This champion's Star Guardian Teamwork bonus is increased by 15% per star level.
(2) 20% bonus per star level.
Hemorrhage
Abilities deal 60% bonus damage as true damage over 4 seconds.
On The Edge
Start combat at 70% Health, but gain 35% Damage Amp.
Mana Rush
Start combat with full Mana.
Adaptive Skin
When taking damage, gain 1 Armor or 5 Magic Resistance based on the damage type, up to 50 total resists.
Pure Heart
Every 4 seconds heal this champion and allies within 2-hexes for 15% of their missing Health.
Rare Treat
Your Monster has +15 Monster Trainer levels.
Mechador
When you field Mighty Mech and Luchador, The Mighty Mech gains 100 Health and becomes a Luchador granting +1 to the trait.
Bludgeoner
Attacks and Abilities ignore 40% of enemy's Armor.
Max Speed
Gain 8% Attack Speed, and permanently gain 1% every 2 takedowns. (Current: 0% Attack speed)
Stretchy Arms
Gain 10% Attack Speed. On takedown, gain +1 Attack Range.
Serious Slam
The first attack on each enemy deals 175% (Base AD) physical damage and knocks up for 1 seconds.
S.O.L.E. Fighter
If this champion is the only Soul Fighter fielded, it gains the benefits of Soul Fighter (4).
Power Font
At combat start and every 3 seconds, gain 1 Mana Regen.
Final Boss
Gain 10% Omnivamp. Whenever an ally dies, gain 4% stacking Damage Amp.
Blood Brothers
Damage dealt by Yone and Yasuo bleeds enemies for 25% of damage dealt over 2 seconds.
Max Attack
Gain 8% Attack Damage, and permanently gain 1% every 2 takedowns. (Current: 0% Attack damage)
Bullet Hell
Fire 35% more projectiles with abilities.
Supremacy
While this champion is the Supreme Cell, they execute enemies under 18% Health instead.
Best Defense
When granting or receiving shields, add 150% of the shield's value as bonus physical damage on the next attack.
Doublestrike
Attacks have a 25% chance to trigger an additional attack.
Doomsayer
After 15 seconds, if still alive, deal 40% of damage taken this combat as magic damage to all enemies.
Spirit Sword
Gain 20% Critical Strike Chance. Attacks that critically strike deal 40% bonus magic damage.
Resistant
Reduce each instance of incoming damage by 35.
Bladenado
Attacks deal 20% of Basic Attack Damage as physical damage to enemies within attack range of the target.
Ice Bender
Combat Start: Ryze is frozen for the first 4 seconds of combat. His Ability 20% Chills enemies for 6 seconds, and deals 25% bonus damage to enemies adjacent to the target.
Momentum
(1) Gain 60% Attack Speed and moves significantly faster.
Pursuit
Lucian's Ability fires +1 additional bullets, and grants 1 Ability Power for the rest of combat.
Mage
Cast Abilities twice, but deal 15% less total damage.
Trickster
(1) At low Health, gain 15% Damage Amp, spawn a Training Dummy, and dash to the furthest enemy.
(2) 25% Damage Amplification; Dummies gain 400 Health
Star Sailor
(1) This champion benefits 30% more from Star Guardian.
(2) Both champions benefit 35% more from Star Guardian.

Augments

AFK
AFK
You cannot perform actions for the next 3 rounds. Afterwards, gain 20 gold.
Augmented Power
Augmented Power
Your next augment is one tier higher.
Band of Thieves I
Band of Thieves I
Gain 1 Thief's Gloves.
Beggars Can Be Choosers
Beggars Can Be Choosers
You get +3 Augment rerolls for all other augment choices. Gain 7 gold.
Best Friends I
Best Friends I
Units isolated in pairs gain 12% Attack Speed and 12 Armor at the start of combat.
Big Friend I
Big Friend I
Your units that start combat next to an ally with over 1750 Health take 7% less damage for the rest of combat.
Branching Out
Branching Out
Gain a random Emblem.
Branching Out+
Branching Out+
Gain a random Emblem and a Reforger.
Reforgers allow you to remake any item.
Called Shot
Called Shot
Set your win streak to +4. Gain 4 gold.
Caretaker's Ally
Caretaker's Ally
Gain a random 2-cost champion now. Gain the same one again every time you level up.
Champion: 0
Chaotic Evolution
Chaotic Evolution
Starring up a champion grants them one of the following: 120 Health, 6% Durability, 12 Ability Power, 12% Attack Damage, 12% Attack Speed. Bonuses stack.
Climb The Ladder I
Climb The Ladder I
Each time an ally dies, allies that share at least one trait with them gain 3 Ability Power, 3% Attack Damage, 3 Armor, and 3 Magic Resist.
Component Buffet
Component Buffet
Whenever you would get a component, gain a component anvil instead. Gain a random component.
The anvil offers 4 choices.
Corrosion
Corrosion
Enemy champions in the first two rows lose 3 Armor and Magic Resist every 2 seconds.
Crafted Crafting
Crafted Crafting
Whenever you craft a completed item, gain 2 rerolls.
Delayed Start
Delayed Start
Sell your board and bench. Gain 4 random 2-star 1-cost champions. Disable your Shop for the next 3 rounds.
Diversified Portfolio
Diversified Portfolio
Gain 1 gold. Each round, gain 1 gold for every 3 non-unique traits active.
Diversified Portfolio+
Diversified Portfolio+
Gain 4 gold. Each round, gain 1 gold for every 3 non-unique traits active.
Dummify
Dummify
Lose all champions on your board and bench. Gain a Training Dummy with 80% of their combined health. The dummy gains 1000 Health per stage.
Efficient Shopper
Efficient Shopper
For the next 4 carousels, gain a second copy of the champion taken.
Eye For An Eye
Eye For An Eye
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 2).
Find Your Center
Find Your Center
Your champion that starts combat in the center of the front row gains 15% Damage Amp and 15% max Health.
Firesale
Firesale
Each round, steal a random 3-cost or lower champion from the shop. Gain 1 gold.
Glass Cannon I
Glass Cannon I
Units that start combat in the back row begin combat at 90% health but gain 13% Damage Amp.
Good For Something I
Good For Something I
Champions that aren't holding items have a 50% chance to drop 1 gold on death.
Healing Orbs I
Healing Orbs I
When an enemy dies, the nearest ally is healed for 200.
Iron Assets
Iron Assets
Gain a component anvil and 4 gold.
Item Collector I
Item Collector I
For each unique item they are holding, your team gains 1 Attack Damage and 1 Ability Power.
Item Grab Bag I
Item Grab Bag I
Gain 1 random completed item.
Keepers I
Keepers I
Combat start: Grant units with adjacent allies a 145 Health Shield for 8 seconds. This Shield stacks.
Kingslayer
Kingslayer
After winning player combat, gain 1 gold. If they had more health than you, gain 6 Gold instead. Gain 1 gold.
Lategame Specialist
Lategame Specialist
When you reach Level 9, gain 33 gold.
Latent Forge
Latent Forge
After 8 player combats, gain an Artifact anvil.
The anvil offers 4 choices. Artifacts are more powerful items with a unique effect.
Lineup
Lineup
Your team gains 2 Armor and Magic Resist for each unit that starts combat in the front two rows.
Lit Fuse
Lit Fuse
Units that start in the back two rows split 60 total Mana after 6 seconds of combat.
Lunch Money
Lunch Money
Every 8 damage you deal to enemy tacticians gives you 2 gold.
Total Payouts: 0 Gold
Missed Connections
Missed Connections
Gain a copy of each 1-cost champion.
Nine Thousand Volts
Nine Thousand Volts
Gain a Kennen. Your strongest Kennen becomes a ranged Marksman. He throws piercing Shurikens that can stun and deal true damage.
One, Two, Five!
One, Two, Five!
Gain 1 random component, 2 gold, and 1 random 5-cost champion.
Ones Twos Three
Ones Twos Three
Gain 2 1-cost champion, 2 2-cost champions, and 1 3-cost champion.
Over Encumbered
Over Encumbered
For the next stage, you only get 2 bench slots. After, get 2 item components.
Pandora's Bench
Pandora's Bench
At the start of every round, champions on the 3 rightmost bench slots transform into random champions of the same cost. Gain 2 gold.
Pandora's Items
Pandora's Items
Round start: items on your bench are randomized.
Gain 1 random component.
Patience is a Virtue
Patience is a Virtue
Each round, gain 2 free rerolls if you did not buy a champion last round.
Perfect Form
Perfect Form
Gain a Zac. Your strongest Zac becomes a Specialist. He now bounces around the battlefield dealing damage in a one hex radius.
Placebo
Placebo
Your team gains 1% Attack Speed. Gain 8 gold.
Placebo+
Placebo+
Your team gains 1% Attack Speed. Gain 15 gold.
Pocket Recombobulator
Pocket Recombobulator
Get 1 Pocket Recombobulators, a consumable that transform a 1 or 2-cost champion into one of a higher cost. They keep their Star level. Also receive 1 Reforgers.
Preparation I
Preparation I
Champions on your bench permanently gain 30 Health, 2% Attack Damage, and 2 Ability Power every round. Champions start with 1 stack of this effect, and can stack up to 4 times.
Pumping Up I
Pumping Up I
Your team gains 6% Attack Speed now. Each round after, they gain 0.5% more.
Recombobulator
Recombobulator
Champions on your board permanently transform into random champions 1 cost tier higher (max 5). Gain 2 Magnetic Removers.
Reroll Transfer
Reroll Transfer
For every 1 unused Augment Reroll, gain 3 free shop rerolls. Gain 3 gold.
Does not include the round this augment is selected.
Restart Mission
Restart Mission
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.
Rigged Shop+
Rigged Shop+
Your next shop and every 4 shops will contain all 3-cost champions. Gain 5 rerolls.
Risky Moves
Risky Moves
Your Tactician loses 20 Health, but after 7 player combats, gain 30 gold.
Rolling For Days I
Rolling For Days I
Gain 11 free Shop rerolls.
Schoolyard Justice
Schoolyard Justice
Gain a Garen. Your strongest Garen becomes a Fighter. He no longer Heals, but deals more damage and executes weak enemies.
Second Wind I
Second Wind I
After 10 seconds of combat, your units heal 40% of their missing Health.
Silver Destiny
Silver Destiny
Gain a random Silver Augment and 4 gold.
Silver Destiny+
Silver Destiny+
Gain a random Silver Augment and 8 gold.
Silver Destiny++
Silver Destiny++
Gain a random Silver Augment and 10 gold.
Silver Spoon
Silver Spoon
Gain 10 XP.
Spoils of War I
Spoils of War I
Enemies have a 25% chance to drop loot when killed.
Stand United I
Stand United I
Your units gain 1.5% Attack Damage and 1.5 Ability Power for each non-unique Trait active across your team.
Survivor
Survivor
After 3 players are eliminated, gain 92 gold.
Table Scraps
Table Scraps
After the next 2 carousels, gain one unit that was not taken and its item. Gain 1 gold.
Team Building
Team Building
Gain a Lesser Champion Duplicator. Gain another after 5 player combats.
This item allows you to copy a 3-cost or less champion.
Teaming Up I
Teaming Up I
Gain 1 random component and 2 random Tier 3 champions.
Tectonic Titan
Tectonic Titan
Gain a Malphite. Your strongest Malphite becomes a Fighter, gaining increased Attack Speed. He now charges at nearby enemies, knocking them up and dealing heavy damage.
Titanic Titan
Titanic Titan
Increase your current and max player health by 25. On carousel rounds you are released earlier, but are much slower.
Young and Wild and Free
Young and Wild and Free
You can always move freely on Carousel rounds. Gain 5 gold.
A Golden Quest
A Golden Quest
The first time you have 165 or more gold, gain a 2-star 5-cost champion and 2 items tailored to them.
A Magic Roll
A Magic Roll
Roll 3 dice. Gain rewards based on their total.
A Story of Seven
A Story of Seven
Collect Golden Balls by defeating players in combat. Collect all 7 for a reward, then restart the quest with more powerful rewards.
Gain a 2-star 1-cost champion to start your journey.
Adaptive Style
Adaptive Style
On attack, Duelists gain 2 Attack Damage and Ability Power, stacking up to 20 times. Duelist Tanks instead gain 2 Armor and Magic Resist. Gain a Kai'Sa and Kayle.
Aim For The Top!
Aim For The Top!
You are more likely to fight stronger players, and you know who you will fight. When you lose, gain 2 XP. Every 3 wins, gain a component.
Foes vanquished: 0
All That Shimmers
All That Shimmers
Choose a gold-generating Artifact items and gain a Magnetic Remover.
All That Shimmers+
All That Shimmers+
Choose a gold-generating Artifact. Gain a Magnetic Remover and 4 gold.
And I'll Be The Head
And I'll Be The Head
The Mighty Mech gains 400 Health, 10% Damage Amp, and 10% Durability.
Field 7 Mighty Mech, reach level 10, and hold all 3 Mighty Mech Augments to activate MECHA-MERGE PROTOCOL.
Another One!
Another One!
The next completed item you make grants an additional copy of it. Gain 3 gold now.
Another One!+
Another One!+
The next completed item you make grants another copy of it. Gain 1 component.
Ascension
Ascension
After 15 seconds of combat, your units gain 60% Damage Amp.
Aura Farming
Aura Farming
Gain a 2-star 5-cost champion equipped with 1 item. You cannot field it until 5-1.
Backup Dancers
Backup Dancers
Combat start: Every 3 seconds, champions in your 3 rightmost bench slots grant your team 3.5% Attack Speed per slot.
Bastion Crest
Bastion Crest
Gain a Bastion Emblem.
Battle Academia Crest
Battle Academia Crest
Gain a Battle Academia Emblem.
Best Friends II
Best Friends II
Units isolated in pairs gain 15% Attack Speed and 20 Armor at the start of combat.
Big Friend II
Big Friend II
Your units that start combat next to an ally with over 1750 Health take 10% less damage for the rest of combat.
Big Grab Bag
Big Grab Bag
Gain 3 random components, 2 gold, and 1 Reforger.
Reforgers allow you to remake any item.
Blazing Soul I
Blazing Soul I
Combat start: Your highest Attack Speed champion gains 20 Ability Power and 20% Attack Speed. Repeat on another ally every 3 seconds.
Blood Rage
Blood Rage
Your units gain 5-35% Damage Amp based on their missing Health. Maximum Damage Amp gained at 30% Health.
Bronze For Life I
Bronze For Life I
Your team gains 3.5% Damage Amp for each Bronze-tier trait.
Burning Bright
Burning Bright
Gain an Udyr. Your strongest Udyr becomes an Attack Fighter and sends bouncing gusts of flame out with every attack. His spell no longer rapidly attacks, but instead grants him stacking Attack Speed.
Calculated Loss
Calculated Loss
After losing your combat, gain 2 gold and a free Shop reroll.
Care Package
Care Package
Now and at the start of each stage, receive a care package with loot and 3 gold.
Caretaker's Favor
Caretaker's Favor
Gain a component anvil when you reach level 5, 6, 7, and 8.
The anvil offers 4 choices.
Class President
Class President
Combat start: Powered Up Battle Academia champions and allies adjacent to one gain 70 Health, 8% AD, and 8% AP. Battle Academia units gain double. Gain a Katarina
Clear Mind
Clear Mind
If there are no champions on your bench at the end of player combat, gain 3 XP.
Climb The Ladder II
Climb The Ladder II
Each time an ally dies, allies that share at least one trait with them gain 5 Ability Power, 5% Attack Damage, 5 Armor, and 5 Magic Resist.
Cloning Facility
Cloning Facility
Empower the hex in the center of the third row. Summon a clone of the champion in it with 80% base Health and 10% increased Mana cost.
Cluttered Mind
Cluttered Mind
Gain 4 random 1-cost champions now. If your bench is full at the end of player combat, gain 3 XP.
Cooking Pot
Cooking Pot
At the start of each turn, all units holding a Frying Pan or Spatula item grant the nearest champion 40 permanent Health. Gain a Frying Pan.
Crown's Will
Crown's Will
Gain a Needlessly Large Rod. Your units gain 10 Ability Power and 8 Armor.
Cry Me A River
Cry Me A River
Gain a Tear of the Goddess. Your team gains 1 Mana Regen. After 10 seconds in combat, increase this to 2.
Crystal Gambit Crest
Crystal Gambit Crest
Gain a Crystal Gambit Emblem.
Cybernetic Uplink II
Cybernetic Uplink II
Your champions holding an item gain 120 Health and restore 2 Mana per second.
Dazzling Display
Dazzling Display
Enemies who take damage from Sorcerer Abilities deal 0 less damage for 6 seconds. Gain a Lux and a Lucian.
Deadlier Blades
Deadlier Blades
Gain a Deathblade. Deathblades gain 0% Attack Damage per 0 takedowns the wearer gets.
Deadlier Caps
Deadlier Caps
Gain a Rabadon's Deathcap. Deathcaps gain 0 Ability Power per 0 takedowns the wearer gets.
Deepening Shadows
Deepening Shadows
At combat start and whenever the Shadow Realm strikes, Wraith champions gain 5% Attack Damage and 5 Ability Power. Gain a Jhin and Zac.
Diamond Hands
Diamond Hands
Gain 30% more Gems from Crystal Gambit, but lose 20% of your total Gems when you win player combats. You can only cashout one more time on round 4-7.
Double Trouble
Double Trouble
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.
Duelist Crest
Duelist Crest
Gain a Duelist Emblem.
Duo Queue
Duo Queue
Gain 2 random 5-cost champions and 2 copies of a random component.
Edgelord Crest
Edgelord Crest
Gain an Edgelord Emblem.
Epoch
Epoch
Now, and at the start of every stage, gain 4 XP and 2 free rerolls.
Epoch+
Epoch+
Now, and at the start of every stage, gain 8 XP and 3 free rerolls.
Escape Velocity
Escape Velocity
Gain 1 Velocity per reroll, and 10 when you level up. Crew units gain 0% Attack Speed for every 3 Velocity.
(Velocity: 0)
Evil Beyond Measure
Evil Beyond Measure
Your champions deal 5% of their damage as True Damage for each Star level.
Exclusive Customization
Exclusive Customization
Gain a Lucky Item Chest and a Magnetic Remover and 5 gold.
Use a Lucky Item Chest on a champion to choose from an armory of recommended items!
Executioner Crest
Executioner Crest
Gain an Executioner Emblem.
Explosive Growth
Explosive Growth
At the start of the next 4 rounds, gain 8 XP.
Explosive Growth+
Explosive Growth+
At the start of the next 4 rounds, gain 11 XP.
Forward Thinking
Forward Thinking
Lose all your gold. After 5 player combats, gain back the original amount and another 70 gold.
Fully Adapted
Fully Adapted
Gain an Adaptive Helm. Champions holding this item gain both effects.
Gain The Edge
Gain The Edge
Edgelords now gain up to 230% of their Attack Speed bonus the lower health their target is. Gain a Shen and Xayah.
Game Plan
Game Plan
Mark 1 hex per Strategist fielded. Allies standing in marked hexes gain 200 Health and 12% Damage Amp, Strategists gain 100% more. Gain a Janna and Ziggs.
Give 'em the Chair!
Give 'em the Chair!
Gain a Dr. Mundo. Your strongest Dr. Mundo becomes a Ranged Marksman. He now throws chairs that deal heavy damage, but cost Health.
Glass Cannon II
Glass Cannon II
Units that start combat in the back row begin combat at 90% health but gain 20% Damage Amp.
Gold Destiny
Gold Destiny
Gain a random Gold Augment and 6 gold.
Gold Destiny+
Gold Destiny+
Gain a random Gold Augment and 12 gold.
Gold For Dummies
Gold For Dummies
Gain a Training Dummy. Every 10 seconds, all Training Dummies grant 1 gold.
Golden Guillotine
Golden Guillotine
Executioner kills have a chance to drop loot, scaling with Critical Strike Chance. The value of the loot given can also critically strike, granting even more loot. Gain a Katarina and Kalista.
Golemify
Golemify
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 1000 Health per stage.
Grand Slam
Grand Slam
At combat start, all Luchadors leap into battle. Luchador leaps deal 300% of their Basic Attack Damage. Gain a Gnar.
Hard Bargain
Hard Bargain
You cannot choose your Carousel rewards. Gain an additional 4 player health and 9 gold each carousel round.
When you do not pick a Carousel Reward, you are given an unpicked champion and the item it carries
Healing Orbs II
Healing Orbs II
When an enemy dies, the nearest ally is healed for 400.
Heavy Is The Crown
Heavy Is The Crown
Gain a Crown of Demacia, which provides significant bonuses to the wearer. If the wearer dies, lose the round.
Heavyweight Crest
Heavyweight Crest
Gain a Heavyweight Emblem.
Hefty Rolls
Hefty Rolls
Your team gains 0 Health and size for each time you've rolled this game.
Rolls: 0 Health:0
Hero 101
Hero 101
The first time you win 4 player combats (Wins: 0), all Battle Academia champions gain 200 Health and 15% reduced max Mana. Gain a Garen and Ezreal.
Heroic Grab Bag
Heroic Grab Bag
Gain 2 Lesser Champion Duplicators. Gain 7 gold.
This item allows you to copy a 3-cost or less champion.
Heroic Grab Bag+
Heroic Grab Bag+
Gain 2 Lesser Champion Duplicators. Gain 9 gold.
This item allows you to copy a 3-cost or less champion.
Heroic Grab Bag++
Heroic Grab Bag++
Gain 2 Lesser Champion Duplicators. Gain 13 gold.
This item allows you to copy a 3-cost or less champion.
High Voltage
High Voltage
Gain an Ionic Spark. Your Ionic Sparks have +3 hex radius and do 15% more damage.
Howling Gale
Howling Gale
For every 600 Mana your team spends, summon a whirlwind that knocks up enemies.
Hustler
Hustler
You earn no interest, but gain 3 gold at the start of every player combat round. Gain 3 gold now.
Interest is extra gold you gain per 10g saved.
I'll Be The Arms
I'll Be The Arms
The Mighty Mech gains 60% Attack Speed. Gain a Senna and Gangplank.
Field 7 Mighty Mech, reach level 10, and hold all 3 Mighty Mech Augments to activate MECHA-MERGE PROTOCOL.
I'll Be The Legs
I'll Be The Legs
The Mighty Mech gains 25 Armor and Magic Resist and 300 Health. Gain 3 Mighty Mech champions.
Field 7 Mighty Mech, reach level 10, and hold all 3 Mighty Mech Augments to activate MECHA-MERGE PROTOCOL.
Investment Strategy I
Investment Strategy I
Your champions gain 7 permanent max health per interest you earn.
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 Attack Damage, and 1 Ability Power.
Juggernaut Crest
Juggernaut Crest
Gain a Juggernaut Emblem.
Keepers II
Keepers II
Combat start: Grant units with adjacent allies a 230 Health Shield for 8 seconds. This Shield stacks.
Know Your Enemy
Know Your Enemy
Your team deals 10% more damage.
Deal 15% more damage instead if you and your opponent have any of the same traits active.
Knuckledusters
Knuckledusters
Gain a Vi. Your strongest Vi becomes an Attack Fighter. She now deals heavy single target damage and gains Attack Damage for item components equipped on your team.
Last Second Save
Last Second Save
The first time each ally falls below 35% Health, they restore 25% maximum Health.
Learn From The Best
Learn From The Best
Whenever you star-up a champion they permanently gain 50% of your unique owned Mentor champion's Mentor bonus. Gain a Yasuo.
Little Buddies
Little Buddies
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.
Luchador Crest
Luchador Crest
Gain a Luchador Emblem.
Mace's Will
Mace's Will
Gain a Sparring Gloves. Your team gains 6% Attack Speed and 20% Critical Strike Chance.
Malicious Monetization
Malicious Monetization
Gain 2 gold. For the next 3 rounds, enemy champions drop 2 gold when killed.
Moonlight
Moonlight
Combat start: 1 random 1-cost champion is upgraded to 3-star for that round and gains 45% Attack Damage and 45 Ability Power.
NO SCOUT NO PIVOT
NO SCOUT NO PIVOT
Units can no longer be benched or sold after fighting in a player combat. After each player combat, units that fought gain 14 Health, 2% Attack Damage, and 2% Ability Power.
New Contenders
New Contenders
Grant 50% of Supreme Cell's bonus to all champions on your team. Any champion on your team can now become the Supreme Cell. Gain a Kai'Sa and Kennen.
Noble Sacrifice
Noble Sacrifice
When your first ally dies each combat, grant your team 25 + 10% of that ally's Armor and Magic Resistance.
Overheal
Overheal
Every third attack deals an additional 130% damage and heals 50% of the damage. Excess healing is converted to a shield up to 300 Health.
Pair of Fours
Pair of Fours
If your team has exactly 2 four-cost champions, they each gain 374 Health and 24.4% Attack Speed. Gain a random 4-cost.
Pandora's Items II
Pandora's Items II
Round start: items on your bench are randomized.
Gain 2 random components.
Patient Study
Patient Study
After player combat, gain 2 XP if you won or 3 XP if you lost.
Piercing Sight
Piercing Sight
Enemies take 5% damage as bonus true damage, increased by 1% up to 25% every time they take damage.
Pilfer
Pilfer
Each round, gain a 1-star copy of the first champion you killed last combat.
Plot Armor
Plot Armor
Your team gains 10 Armor and Magic Resist. After falling below 50% health, increase this to 40 for the rest of combat.
Portable Forge
Portable Forge
Choose 1 of 4 Artifacts.
Artifacts are more powerful items with a unique effect.
Power Upload
Power Upload
You can give the Mighty Mech a Power Up. When it has Power Up the Mighty Mech gains 150 Health and 10% Damage Amp.
Gain an Aatrox, a Senna, and a Power Remover.
Power of Friendship
Power of Friendship
Star Guardians who start combat adjacent to at least one other Star Guardian gain 2 Mana Regeneration, 15 Armor, and 15 Magic Resist.
Precise Shot
Precise Shot
Every 4 seconds, all Sniper champions fire a shot that deals 175% of their Basic Attack Damage to the lowest health enemy in range. Gain a Jhin.
Preemptive Protection
Preemptive Protection
Combat start: Protectors shield themselves and their closest ally for 14% of their maximum health. Shields stack. Gain a Rakan.
Preparation II
Preparation II
Champions on your bench permanently gain 45 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.
Prizefighter
Prizefighter
Gain 2 item components. Every 5 wins gives you an item component.
Prodigy Crest
Prodigy Crest
Gain a Prodigy Emblem.
Protector Crest
Protector Crest
Gain a Protector Emblem.
Psychic Forge
Psychic Forge
Round start Completed Items on benched units turn into one of their recommended items. Gain a random completed item.
Pumping Up II
Pumping Up II
Your team gains 8% Attack Speed now. Each round after, they gain 1% more.
Pyromaniac
Pyromaniac
Gain a Red Buff. Your Burns deal 50% increased damage.
Quiet Quitting
Quiet Quitting
For the next 3 player combats, you cannot use your shop. After, gain 16 gold and a Completed Item Anvil.
Raid Boss
Raid Boss
Your strongest Bastion champion gains 20% max Health. When other Bastions die, they transfer 20% of their Armor and Magic Resist to it. Gain a Shen and Rell.
Raining Gold
Raining Gold
Gain 8 gold now and 1 gold every round.
Raining Gold+
Raining Gold+
Gain 18 gold now and 1 gold every round.
ReinFOURcement
ReinFOURcement
The next 4-cost champion you buy is instantly upgraded to 2-star. Gain 12 gold.
Replication
Replication
Choose 1 of 3 components. For the next 2 rounds, gain a copy of that component.
Ring The Bell
Ring The Bell
After 15 seconds, your Heavyweight champions gain 30% max Health and 30% Damage Amp. Gain a Kobuko and a Zac.
Salvage Bin
Salvage Bin
Gain 1 random completed item now, and 1 component after 7 player combats. Selling champions breaks completed items into components (excluding Tactician's items and Emblems).
Salvage Bin
Salvage Bin
Gain 1 random completed item now, and 1 component after 3 player combats. Selling champions breaks completed items into components (excluding Tactician's items and Emblems).
Salvage Bin+
Salvage Bin+
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).
Sated Spellweaver
Sated Spellweaver
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 4 gold. If it is the first to die each player combat, gain 1 gold.
Scavenger
Scavenger
The first 5 enemy champions that are killed each combat grant a champion on your team a temporary completed item.
Scoreboard Scrapper
Scoreboard Scrapper
Every round, if you're in the bottom 4, your team permanently gains 1.5% Attack Damage and Ability Power. If you're in the top 4, they have 10% more Health.
Slammin'
Slammin'
Gain 1 random Component(s). After each player combat, if there are no items on your bench (other than Consumables), gain 2 XP.
Slammin'+
Slammin'+
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.
Solo Leveling
Solo Leveling
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.
Sorcerer Crest
Sorcerer Crest
Gain an Sorcerer Emblem.
Soul Fighter Crest
Soul Fighter Crest
Gain a Soul Fighter Emblem.
Space Camp
Space Camp
Whenever you star-up a Crew champion, gain a random bonus 1 or 2 cost Crew champion. Gain a Malphite.
Spear's Will
Spear's Will
Your team gains 10% Attack Damage and 5 Mana. Gain a B.F. Sword.
Spirit Link
Spirit Link
Champions restore 5% of their max Health every 4 seconds. Increase the healing by 0.5% for every 10 missing player Health.
Spoils of War II
Spoils of War II
Enemies have a 30% chance to drop loot when killed.
Star Guardian Crest
Star Guardian Crest
Gain a Star Guardian Emblem.
Starfall
Starfall
Gain a Neeko. Your strongest Neeko becomes a Magic Fighter and gains increased Attack Speed. Her Ability heals more, deals more damage, and increases its radius with every cast.
Stars are Born
Stars are Born
The first 1-cost and 2-cost champions you buy are instantly upgraded to 2-star. Gain 7 gold.
Strategist Crest
Strategist Crest
Gain a Strategist Emblem.
Sunfire Board
Sunfire Board
Combat Start: Burn all enemies for 15% of their max Health over 15 seconds and reduce healing received by 33%.
Supreme Cells Crest
Supreme Cells Crest
Gain a Supreme Cells Emblem.
Teacher's Council
Teacher's Council
Mentor bonuses are increased by 50%, and granted to your team regardless of how many Mentors you play. Gain an Udyr.
Tesla Coil
Tesla Coil
Each of your allies with 3 items equipped emits 2 arcs of lighting every 5 seconds, dealing 250-375 magic damage based on stage.
The Darkness Within
The Darkness Within
The first 3 Wraith champions to die each combat summon a monstrosity from the Shadow Realm. Gain a Jhin and Zac.
The God's Eye Opens
The God's Eye Opens
Every 4 seconds the God's Eye grants a random Soul Fighter 250 shield and 15% stacking Attack Speed for the rest of combat. Gain a Kalista and Naafiri.
The Strongest Survive
The Strongest Survive
Whenever an ally dies, they grant the Supreme Cell with the most damage this round 8% of their maximum health. Gain a Kai'Sa and Kennen.
Thorn-Plated Armor
Thorn-Plated Armor
Gain a Bramble Vest. Your Bramble Vests deal 1-180% more damage (based on Stage) and heal the holder for 35% of the damage dealt.
Time Skip
Time Skip
Disable your Shop for the next 3 rounds. Then gain 28 XP.
Tiny Team
Tiny Team
When you field 3 or less Star Guardians, increase Star Guardian bonuses by 175%. Gain a Syndra and Rell.
Tomb Raider I
Tomb Raider I
For the next 3 players eliminated, choose one of their completed items to keep.
Tons of Stats!
Tons of Stats!
Your team gains 44 Health, 4% Attack Damage, 4 Ability Power, 4 Armor, 4 Magic Resist, 4% Attack Speed, and 4 Mana.
Tournament Favorites
Tournament Favorites
Soul Fighters gain Fame when they deal damage. Each Fame breakpoint grants loot. Gain a Naafiri and Kalista.
Fame: 0/0
Tournament Titans
Tournament Titans
Luchadors gain 5% Attack Speed. Whenever you win player combats, Luchadors grow in size and permanently gain 2 Attack Damage and 40 Health. Gain a Dr Mundo and Gnar.
(Total: 0% AD; 0 Health)
Tower Defense
Tower Defense
Gain a Training Dummy equipped with a random emblem that fires ranged attacks at enemies. It upgrades as the game goes on.
Trade Sector
Trade Sector
Gain a free Shop reroll every round. Gain 4 gold.
Transfer Students
Transfer Students
At the start of every stage and after every carousel round, gain 3 random 1-3 cost Battle Academia champions. Gain an Ezreal.
Treasure Hunt
Treasure Hunt
Earn a locked chest each Stage between now and Stage 0. You can unlock each chest when you spend 0 Gold on shop rerolls. These chests persist until opened.
Trifecta I
Trifecta I
Gain 2 3-cost champions. Combat Start: 3 random 3-cost champions gain 220 Health and 20% Attack Speed.
Twilight Assault
Twilight Assault
Gain a Shen. Your strongest Shen becomes a ranged Marksman gaining +3 Range. His ability no longer shields but instead deals additional damage.
Two Much Value
Two Much Value
Gain 1 reroll for every 2 unique two-cost champions fielded last combat. Gain 2 two-cost unit.
Two Trick
Two Trick
Gain a random 2-star two-cost and 2 random 2-star one-cost champions.
Unceasing
Unceasing
Whenever an ally Juggernaut dies, all other Juggernauts gain a 10% max Health shield for 5 seconds and gain 2% more Durability. Gain an Aatrox and Dr. Mundo.
Vampiric Vitality
Vampiric Vitality
You heal for 12% of the damage you deal to enemy Tacticians. Your units gain 12% Omnivamp.
Wandering Trainer I
Wandering Trainer I
Gain a Training Dummy with 2 permanently attached Emblems. Gain 1 gold.
Warpath
Warpath
Gain a 2-star 2-cost champion. After dealing 80 player damage, gain a chest of high cost champions and items.
Water Lotus I
Water Lotus I
Your team gains 5% Critical Strike chance, and their Abilities can critically strike. If an Ability critically strikes, restore 9% of your Mana over 3 seconds.
Worth the Wait
Worth the Wait
Gain a random two-star 1-cost champion. After 2 rounds, gain another copy of them at the start of each round for the rest of the game.
Wraith Crest
Wraith Crest
Gain a Wraith Emblem.
A Hero Arrives!
A Hero Arrives!
After 6 seconds, the left-most champion on your bench enters combat with 60% bonus Health, stunning enemies within 3-hexes for 2 seconds.
An Exalted Adventure
An Exalted Adventure
Gain three 2-cost champions. If you 3-star two of them, gain an orb filled with loot. Gain a Lesser Champion Duplicator at the start of next 2 stages.
At What Cost
At What Cost
Immediately go to level 6 and gain 4 XP. You don't get to choose your future augments.
Bastion Circlet
Bastion Circlet
Gain a Bastion Emblem, a Giant's Belt, and a Leona.
Bastion Crown
Bastion Crown
Gain a Bastion Emblem, an Evenshroud, and a Xin Zhao.
Battle Academia Circlet
Battle Academia Circlet
Gain a Battle Academia Emblem and a Garen.
Battle Academia Crown
Battle Academia Crown
Gain a Battle Academia Emblem, a Spirit Visage, and a Garen.
Belt Overflow
Belt Overflow
Gain 5 Giant's Belts. Your Giant's Belts grant +60 bonus Health.
Birthday Present
Birthday Present
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).
Blazing Soul II
Blazing Soul II
Combat start: Your highest Attack Speed champion gains 35 Ability Power and 35% Attack Speed. Repeat on another ally every 3 seconds.
Bronze For Life II
Bronze For Life II
Your team gains 4% Damage Amp and 1% Durability for each Bronze-tier trait.
Build a Bud!
Build a Bud!
Gain a random 3-star 1-cost champion. Gain 8 gold.
Buried Treasures III
Buried Treasures III
Gain a random item component at the start of the next 6 rounds (including this round).
Call to Chaos
Call to Chaos
Gain a powerful and random reward.
Caretaker's Chosen
Caretaker's Chosen
As you level, gain more powerful items.
Level 4: component anvil
Level 6: completed item anvil
Level 7: choose 1 of 5 Radiant items
Coronation
Coronation
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.
Crystal Gambit Circlet
Crystal Gambit Circlet
Gain a Crystal Gambit Emblem and a Janna.
Crystal Gambit Crown
Crystal Gambit Crown
Gain a Crystal Gambit Emblem, an Adaptive Helm, and a Janna.
Cybernetic Uplink III
Cybernetic Uplink III
Your champions holding an item gain 180 Health and restore 3 Mana per second.
Duelist Circlet
Duelist Circlet
Gain a Duelist Emblem, an Ashe, and a BF Sword.
Duelist Crown
Duelist Crown
Gain a Duelist Emblem, a Guinsoo's Rageblade, and a Kayle.
Edgelord Circlet
Edgelord Circlet
Gain an Edgelord Emblem, a Samira, and a Recurve Bow.
Edgelord Crown
Edgelord Crown
Gain an Edgelord Emblem, a Bloodthirster, and a Shen.
Executioner Circlet
Executioner Circlet
Gain an Executioner Emblem, an Akali, and a Sparring Gloves.
Executioner Crown
Executioner Crown
Gain a Executioner Emblem, a Striker's Flail, and a Katarina.
Expected Unexpectedness
Expected Unexpectedness
Now and at the start of the next 2 stages, roll 3 dice. Gain various rewards based on their total.
Final Ascension
Final Ascension
Your team gains 15% Damage Amp. After 15 seconds, this increases to 45% Damage Amp.
Flexible
Flexible
Gain 1 random emblem. At the start of every Stage, gain a random emblem. Your team gains 20 Health for each emblem they are holding.
Going Long
Going Long
You no longer gain interest. Gain 15 gold now. Round start: gain 4 XP.
Interest is extra gold you gain per 10g saved.
Greater Moonlight
Greater Moonlight
Combat Start: 1 random 1-cost champion is upgraded to 4-star for that round and gains 5% Attack Damage and 5 Ability Power.
Hard Commit
Hard Commit
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 3 gold.
Heavyweight Circlet
Heavyweight Circlet
Gain a Heavyweight Emblem, a Poppy, and a Giant's Belt.
Heavyweight Crown
Heavyweight Crown
Gain a Heavyweight Emblem, a Spirit Visage, and a Kobuko.
Hedge Fund
Hedge Fund
Gain 25 gold. Your max interest is increased to 10.
Interest is extra gold you gain per 10g saved.
Hold The Line
Hold The Line
Combat Start: Champions in your back row gain 10 Ability Power and 9% Attack Damage for each champion in your front row.
Invested+
Invested+
Gain 26 gold. At the start of each round, gain 1 Shop reroll for every 10 gold above 50 (max 80 gold).
Invested++
Invested++
Gain 45 gold. At the start of each round, gain 1 Shop reroll for every 10 gold above 50 (max 80 gold).
Investment Strategy II
Investment Strategy II
Your champions gain 8 permanent max health per interest you earn. Your max interest is increased to 7. Gain 3 gold.
Isekai
Isekai
Summon a magical hero from another universe to fight for you. This hero is a Prodigy this game. Gain a Hand of Justice.
Isekai
Isekai
Summon a magical hero from another universe to fight for you. This hero is a Sorcerer this game. Gain a Hand of Justice.
Isekai
Isekai
Summon a magical hero from another universe to fight for you. This hero is a Strategist this game. Gain a Hand of Justice.
Juggernaut Circlet
Juggernaut Circlet
Gain a Juggernaut Emblem, a Sett, and a Giant's Belt.
Juggernaut Crown
Juggernaut Crown
Get a Juggernaut Emblem, a Strerak's Gage, and an Aatrox.
Level Up!
Level Up!
When you buy XP, gain an additional 2. Gain 12 immediately.
Living Forge
Living Forge
Gain an Artifact anvil now and after every 10 player combats.
Artifacts are more powerful items with a unique effect.
Luchador Circlet
Luchador Circlet
Gain a Luchador Emblem and a Dr Mundo.
Luchador Crown
Luchador Crown
Gain a Luchador Emblem, a Titan's Resolve, and a Dr Mundo.
Lucky Gloves
Lucky 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 2 Sparring Gloves.
Max Cap
Max Cap
Your max level is 7. Gain 1 Tactician's Shield which increases your team size by +1, and 40 gold.
Mess Hall
Mess Hall
After 10 seconds of combat, your champions gain 20% Attack Speed and attacks also hurl delicious projectiles that deal 140% Attack Damage as magic damage.
Nine Lives
Nine Lives
Set your player health to 9. On combat loss, you only lose 1 health and gain loot. You can't gain health.
One Buff, Two Buff
One Buff, Two Buff
Gain a Red Buff, a Blue Buff, and a Champion Duplicator.
Pandora's Items III
Pandora's Items III
Round start: items on your bench are randomized.
Gain 1 random Radiant item.
Prismatic Destiny
Prismatic Destiny
Gain a random Prismatic Augment and 8 gold.
Prismatic Pipeline
Prismatic Pipeline
The next non-player combat round will drop an additional Prismatic Orb full of amazing loot.
Prismatic Ticket
Prismatic Ticket
Each time your Shop is rerolled, you have a 45% chance to gain a free reroll.
Prodigy Circlet
Prodigy Circlet
Gain a Prodigy Emblem, a Yuumi, and a Needlessly Large Rod.
Prodigy Crown
Prodigy Crown
Gain a Prodigy Emblem, a Spear of Shojin, and an Ezreal.
Protagonist
Protagonist
Gain a random 1-cost Champion Augment and a component item Anvil. Gain a copy of the champion at the start of every turn.
Protector Circlet
Protector Circlet
Gain a Protector Emblem, a K'Sante, and a Giant's Belt.
Protector Crown
Protector Crown
Gain a Protector Emblem, a Protector's Vow, and a Kennen.
Pumping Up III
Pumping Up III
Your team gains 12% Attack Speed now. Each round after, they gain 2% more.
Quality Over Quantity
Quality Over Quantity
Champions holding exactly 1 item upgrade that item to Radiant. Champions holding Radiant items gain 4% Health. Gain 2 Magnetic Removers.
Thief's Gloves counts as multiple items.
Radiant Refactor
Radiant Refactor
Gain a Masterwork Upgrade and 1 component anvil.
Masterwork Upgrade upgrades an item to Radiant!
Radiant Relics
Radiant Relics
Choose 1 of 5 Radiant items. Gain a Magnetic Remover.
Radiant items are very powerful versions of completed items.
Roll The Dice
Roll The Dice
Gain a Rascal's Gloves item. This equips 2 random Radiant items every round.
Radiant items are very powerful versions of completed items.
Shimmerscale Essence
Shimmerscale Essence
Gain a Mogul's Mail. In 5 rounds, gain a Gamblers Blade.
These items give gold as well as combat power.
Shopping Spree
Shopping Spree
When you level up, gain a number of free shop refreshes equal to your level+1. Gain 2 gold.
Sniper Circlet
Sniper Circlet
Gain a Sniper Emblem, a Jinx, and a Recurve Bow.
Sniper Crown
Sniper Crown
Gain a Sniper Emblem, an Infinity Edge, and a Jhin.
Sorcerer Circlet
Sorcerer Circlet
Gain an Sorcerer Emblem, a Karma, and a Tear of the Goddess.
Sorcerer Crown
Sorcerer Crown
Gain a Sorcerer Emblem, a Blue Buff, and a Lux.
Soul Fighter Circlet
Soul Fighter Circlet
Gain a Soul Fighter Emblem and a Kalista.
Soul Fighter Crown
Soul Fighter Crown
Gain a Soul Fighter Emblem, a Nashor's Tooth, and a Kalista.
Spoils of War III
Spoils of War III
Enemies have a 45% chance to drop loot when killed.
Sponging
Sponging
Combat start: Up to 6 champions with 1 or fewer items gain a copy of a random completed item from the nearest itemized ally.
Star Guardian Circlet
Star Guardian Circlet
Gain a Star Guardian Emblem and a Rell.
Star Guardian Crown
Star Guardian Crown
Gain a Star Guardian Emblem, a Steadfast Heart, and a Rell.
Starter Kit
Starter Kit
Gain a 4-cost champion, a 2-star 1-cost champion that shares a trait with them, and 4 gold.
At the start of the next 2 stages, gain that 4-cost champion again.
Strategist Circlet
Strategist Circlet
Gain a Strategist Emblem, a Ryze, and a Tear of the Goddess.
Supreme Cells Circlet
Supreme Cells Circlet
Gain a Supreme Cells Emblem and a Kai'sa.
Supreme Cells Crown
Supreme Cells Crown
Gain a Supreme Cells Emblem, a Last Whisper, and a Kai'sa.
Sword Overflow
Sword Overflow
Gain 5 BF Swords. Your BF Swords grant +2% Attack Speed.
Tactician's Kitchen
Tactician's Kitchen
Gain a random Emblem. After 6 player combats, gain a Tactician's Cape.
The Golden Egg
The Golden Egg
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.
Tiniest Titan
Tiniest Titan
Gain 2 player health and 1 gold after every player combat. Your Tactician also moves faster.
Tiniest Titan+
Tiniest Titan+
Gain 2 player health and 1 gold after every player combat. Your Tactician also moves faster. Gain 15 gold now.
Tomb Raider II
Tomb Raider II
Gain 1 completed item Anvil. Every time a player is eliminated, choose one of their completed items to keep.
Trickster's Treat
Trickster's Treat
Get a Trickster's Glass. Your Trickster's Glass summons clones every 9 seconds, but each additional clone has 40% Max Health and 120% Max Mana.
Trifecta II
Trifecta II
Gain 3 3-cost champions. Allies gain 5% Attack Speed. Combat Start: 3 random 3-cost champions gain 300 Health and 25% Attack Speed.
Unlimited Power
Unlimited Power
Gain a Rabadon's Deathcap, a Morellonomicon, a Needlessly Large Rod and a Magnetic Remover.
Useful for Magic Carries!
Upward Mobility
Upward Mobility
Buying XP costs 1 less. Gain 2 Health and 2 free rerolls whenever you level up.
Wand Overflow
Wand Overflow
Gain 5 Needlessly Large Rods. Your Needlessly Large Rods grant +5% Attack Speed.
Wandering Trainer II
Wandering Trainer II
Gain a Training Dummy with 3 permanently attached Emblems. Gain 6 gold.
Water Lotus II
Water Lotus II
Your team gains 20% Critical Strike chance, and their Abilities can critically strike. If an Ability critically strikes, restore 15% of your Mana over 3 seconds.
Worth the Wait II
Worth the Wait II
Gain a random 2-cost champion. Gain another copy of them at the start of each round for the rest of the game.
Wraith Circlet
Wraith Circlet
Gain a Wraith Emblem and a Zac.
Wraith Crown
Wraith Crown
Gain a Wraith Emblem, a Sunfire Cape, and a Zac.

Tacticians

High Noon Thresh Unbound

Chibi Spirit Blossom Lillia

Prestige Chibi Spirit Blossom Ahri

Chibi Lillia

Victorious Duckbill

Arenas

Perilously High Training Stage

The Veiled Village

Booms

Colorful Cannon

High Noon Death Sentence

Prestige Spirit Blossom Orb of Deception

Spirit Springs

Steamrolled

Portals

Crystal Caress

God Weapon

Into The Lands Beyond

Portal of the First Star

The Way Of The K.O.

Tacticians

Battle Academia Sprite

Soul Fighter Sprite

Blue Siege Minion

Star Guardian Silkee

Shan Hai Scrolls Shiro & Kuro

Spirit Blossom Shiro & Kuro

Kiko

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