Anima Squad members pose after champion kills, increasing their fame. Each point of fame grants 5 permanent Health to each Anima Squad member.They also gain:
(1) Combat start: Lie dormant while absorbing the souls of allies that die. Gain 40 Ability Power for each soul.Once per combat at 70% Health (or when your team has died), come alive and fight.
Each round, Gadgeteens create random modified weapons with powerful effects that fall apart after one round. Gadgeteens also gain Damage and Damage Reduction for each item equipped to them.
The InfiniTeam opens a portal to an alternate timeline. At the start of combat, any InfiniTeam unit placed on a portal summons an alternate version of themself with different items. They get 1 for each Augment you own.
When a LaserCorp agent attacks or is hit by an attack, their drone deals magic damage to the agent's target (0.40 second cooldown). Drones are reassigned to another champion with a drone when the agent dies.
Ox Force units gain bonus defenses. Once per combat, when they would drop below one health, they instead shield themselves for 50% of their maximum health for 1.50 seconds.
(2) Ezreal learns from his older, more handsome self and joins him in future adventures. Ezreal's Ability becomes a blast that hits all enemies in a line. Ultimate Ezreal's Ability summons two additional temporal duplicates.
(3) Riftwalkers open a gap between dimensions and summon their ally Zac, who grows in power based on the total star level of Riftwalkers.Zac gains the last-listed Trait of the closest Riftwalker.
The Underground must sneak through the sewers after each player combat and crack 10 locks to open a vault. When the vault opens, you may choose to take the loot now, or attempt another heist for even better rewards.
Hackers gain Omnivamp and summon a H4ckerr!m. Any unit placed in the rider hex will be sent to the enemy backline and is untargetable for the first ??? seconds of combat.
Your team heals a percentage of their maximum Health every 2 seconds, and Mascots heal double the amount.When Mascots die, they retreat to the sidelines to cheer on your team. Your team's healing increases by 1% for each cheering Mascot.
Every 5 seconds, Spellslinger's next attack instead fires a magic orb at a random target, which explodes for 50% Ability Power as magic damage.Spellslingers gain:
(2) +25 Ability Power
(4) +45 Ability Power
(6) +70 Ability Power
(8) +110 Ability Power, and orbs deal 100% Ability Power