
Graves
Graves launches a smoke grenade toward his current target. The grenade explodes on impact dealing X magic damage to nearby enemies, and disarms enemies who remain within the smoke cloud for 2/2.5/3 seconds.
THE X
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Graves launches a smoke grenade toward his current target. The grenade explodes on impact dealing X magic damage to nearby enemies, and disarms enemies who remain within the smoke cloud for 2/2.5/3 seconds.

Katarina blinks behind the enemy with the lowest Health within 3 hexes and slashes all adjacent enemies, dealing X magic damage. Katarina gains 20 Mana for each enemy killed by Shunpo.

Leona calls down a beacon of light upon herself, granting herself a X Health shield for 5/5/8 seconds. Leona and allies within 2 hexes gain 30/50/80 Armor and Magic Resistance for the same duration.

After gathering energy, Lux fires a beam towards the farthest enemy target, dealing X magic damage. If she kills a unit with her beam, she gains 20 mana.

Yone summons his spirit to attack an enemy up to 3 hexes away for 4/5/15 seconds. The spirit is an untargetable, invulnerable copy of Yone and heals him for X of the damage it deals. If Yone dies, his spirit dies with him.

Yuumi and Book detach and then launch 3/5/33 waves toward the farthest enemy, each dealing X magic damage and stunning enemies for 0.75 seconds. She then attaches to the lowest Health ally.

Singed flings a nearby enemy towards the largest cluster of enemies, stunning his target for 1.5/2/3 seconds when they land. All adjacent enemies take X magic damage and are briefly stunned.

Twitch fires a powerful bolt towards his target that pierces through enemies, deals 125/135/150% of his Attack Damage plus X bonus physical damage (total: X AD) and reduces healing by 50% for 5 seconds.

Lissandra encases her target in an iron maiden, stunning them for 1.5 seconds and dealing X magic damage to enemies within a large area. Damage from the iron maiden reduces enemies' Attack Damage by 30% for 4 seconds. If Lissandra is below 50% Health, she encases herself instead, dealing damage to surrounding enemies and becoming untargetable and invulnerable for 2 seconds.

Passive: Warwick's Attacks deal an additional X of his target's current Health as bonus magic damage, and heal him for X health.

Zac stretches his arms up to 3 hexes to pull the 2 most distant enemies towards him, dealing X magic damage.

Dr. Mundo injects himself with “medicine”, restoring 35% of his maximum Health and becoming energized for 5 seconds. While energized, he restores an additional 25/35/100% of his maximum Health over the duration and deals X magic damage to a random nearby enemy each second. When the "medicine" expires, Dr. Mundo expels a burst of electricity that deals X of his current Health as magic damage to all enemies within 2 hexes.

Passive: Viktor's attacks melt his target's defenses, reducing their Armor by 70% for 6 seconds. Viktor summons multiple singularities that fire death rays, which cut across the battlefield in a line. To enemies caught in its path, death rays deal X magic damage, destroy 25/33/100% of any remaining shields.

Camille gains a shield blocking X damage over 4 seconds, then sweeps her leg, dealing X magic damage to enemies in a cone. While this shield holds, Camille's attacks restore X Health.

Zilean places a bomb on the closest enemy, stunning them for 1.5/2/2.5 seconds. When the stun ends or the target dies, the bomb explodes, dealing X magic damage to adjacent enemies and reducing their Attack Speed by 25/35/50% for 4 seconds.

Orianna sends her ball towards the largest group of champions, then commands it to release a shockwave. Allies within 2 hexes gain X shield for 4 seconds, while enemies within the area are briefly knocked up and dealt X magic damage. Enemies adjacent to the ball are drawn in and stunned for 1/1/4 seconds.

Jhin transforms his weapon into a powerful sniper rifle for his next 4 shots. Each shot deals 150/200/300% of his Attack Damage as physical damage, reduced by 33% for each target it pierces through. (total: X) The 4th shot is guaranteed to critically strike, and deals X more damage based on his target's missing Health. Passive: Jhin always attacks 0.9/0.9/1.4 times per second. He converts each 1% of bonus Attack Speed into 0.8 Attack Damage.

Miss Fortune rains 4 waves of bullets down around her target, dealing X total magic damage to enemies in the area and reducing their incoming healing by 50% for 6 seconds.

Illaoi slams her target, linking her soul to it for 5 seconds and dealing X magic damage. While linked, Illaoi is healed for 25/30/40% of the damage taken by her target.

Twisted Fate throws 3 cards in a cone that deal X magic damage to each enemy they pass through.

Gangplank attacks his target with his gun, dealing 170% of his Attack Damage plus X bonus physical damage (total: X AD). If this attack kills a champion, Gangplank plunders 1 gold.

Tahm Kench devours his target, storing them in his belly and dealing X magic damage over 3 seconds. During this time, they are invulnerable to other sources of damage and Tahm Kench takes 30% less damage. If they die while inside, Tahm Kench either spits out a random component they were holding, or the cost of the unit in gold. Otherwise, he spits them towards the farthest enemy, briefly stunning targets on impact. If a target is immune to crowd control, Tahm Kench will instead deal X magic damage.

Seraphine projects her song towards the largest group of enemy units dealing X magic damage to enemies. Allies it passes through are healed for X Health and gain 30/50/100% Attack Speed for 4 seconds.

Zyra summons vines in the row with the most enemies, dealing X magic damage and stunning them for 1.5/2/2.5 seconds.

Darius swings his axe in a circle, dealing X magic damage, then heals himself X Health for each enemy hit.

Swain unleashes piercing bolts of eldritch power in a cone towards his target, dealing X magic damage to enemies within and healing Swain for X for each enemy hit.

If a target is adjacent to Samira, she slashes with her blade in a cone towards them dealing 175/180/190% of her Attack Damage as physical damage to all enemies within and reducing their Armor by X. (total: X) This Armor reduction can stack. Otherwise, she fires an empowered shot at her target with the same effects and gains 20 Mana.

Vi empowers her next attack to blast through her target, dealing X magic damage to all enemies in a cone and reducing their Armor by 40/50/70% for 8 seconds.

Caitlyn takes aim at the farthest enemy, firing a deadly bullet towards them that deals X magic damage to the first enemy it hits.

Melee form: Jayce slams his hammer down onto nearby enemies, dealing damage and reducing their Armor and Magic Resist. Ranged form: Jayce deploys an acceleration gate, granting bonus Attack Speed to allies in the same row, then fires an orb of electricity at the largest enemy group.

Malzahar infects the mind of the closest unafflicted target, dealing X magic damage over 8 seconds and reducing the Magic Resist of enemies by 40%. If an afflicted target dies, Malefic Visions spreads to the nearest 1/1/2 unafflicted targets with the remaining duration.

For 3 seconds, Kog'Maw gains infinite Attack Range, 75% Attack Speed, and his attacks deal X of the target's maximum Health as bonus magic damage.

Cho'Gath devours the lowest Health enemy within range, dealing X magic damage. If this kills the target, Cho'Gath gains a stack of Feast (increased to two in Hyper Roll), up to 20/40/999. Each stack of Feast permanently grants 2% bonus Health and size.

Sion winds up for a moment, then smashes his axe down. All enemies within a large area are knocked up, stunned for 2.5/3/6 seconds, and dealt X magic damage.

Garen shrugs off all crowd control effects, empowering his next strike to deal 200% of his Attack Damage, plus an additional X of his missing Health in bonus physical damage. (base: X) This Ability can be cast while stunned.

Galio becomes invulnerable and leaps into the sky before crashing down on the largest group of enemies. Enemies within a large radius take X magic damage and are knocked into the sky. The lower the enemy's maximum Health is compared to Galio's, the further they are knocked up. Passive: Galio's Critical Strikes slam the ground, dealing X bonus magic damage to enemies around his target.

Ezreal fires a missile at his target, dealing 150% of his Attack Damage plus 25/50/100 bonus physical damage (total: X AD). If the missile hits, he grants himself X bonus stacking Attack Speed, up to X AP at 5 stacks.

Blitzcrank pulls the farthest enemy, dealing X magic damage and stunning them for 1.5 seconds. His next attack knocks them up for 1 second. Allies within range will prefer attacking Blitzcrank's target.

Trundle bites his target, dealing 140% of his Attack Damage, and reducing the target's Attack Speed by 25% for 3 seconds. Each bite also steals X Attack Damage for the rest of combat. (total: X)

Ekko invokes an afterimage that bats a device towards the largest group of units. Upon landing, it deals X magic damage to enemies within and applies 35/35/50% reduced Attack Speed for 4 seconds. Allies inside gain X Attack Speed for 4 seconds.

Ziggs hurls a bomb at his target. After a moderate delay, the bomb lands dealing X magic damage to the enemy in the epicenter, and half to adjacent enemies.

Jinx rides her rocket into the sky, then comes crashing down near the center-most enemy, dealing X magic damage to enemies around the epicenter, and 50% to all other enemies in a large area. The epicenter burns every unit except Jinx for 5 seconds, dealing 2/3/4% of the target's maximum Health as true damage, and reducing healing by 50% for the duration. She then swaps to her rocket launcher for the rest of combat, causing her attacks to explode for @RocketLauncherPercentAD*100%@% of her Attack Damage in a small area around her target. (total: X AD)

Fiora becomes untargetable and strikes 4 times at her target's vitals. Each strike deals 170% of her Attack Damage as physical damage (total: X), X bonus true damage, and heals her for 20% of the total damage dealt. If the target dies, Fiora will change targets to the nearest enemy.

Poppy throws her buckler at the farthest enemy, dealing 180/210/240% of her Armor as magic damage. (total: X) The buckler then bounces back, granting Poppy a shield that blocks X damage.

Lulu enlarges 1/2/3 low Health allies, granting them X bonus Health and knocking up enemies near them. If the ally is already enlarged, they are healed instead.

Vex shields herself against X damage over 4 seconds. When the shield expires, it deals X magic damage to all enemies within 2 hexes, and an additional X magic damage if it wasn't destroyed. If it was destroyed, Personal Space becomes 15% stronger this combat. This effect can stack.

Heimerdinger fires a wave of 5 rockets that converge on his target, each dealing X magic damage to the first target they hit. Every 3rd cast, Heimerdinger summons 3 waves instead.

Tristana fires a massive cannonball towards her target, dealing 200/210/225% of her Attack Damage plus X physical damage to the first enemy it hits (total: X AD). If the target is within 2 hexes of Tristana, they're knocked back 1/2/3 hexes and briefly stunned.

Janna summons a Monsoon, knocking back nearby enemies and stunning them for 0.5/0.5/4 second(s). The Monsoon heals your team for X Health over 3 seconds.

Kassadin fires an orb of void energy at his target, dealing X magic damage and granting Kassadin a shield that reduces incoming damage by 25% for 5 seconds. Enemies hit by the orb suffer a 50% increased Mana cost for their next Ability cast.

For the next X seconds, Urgot attacks the closest enemy at a fixed rate of 5/7/12 attacks per second. Each attack deals X AD AS physical damage. (This Ability's damage scales with Attack Damage and Attack Speed.)

Quinn sends Valor out at the target with the highest Attack Speed, dealing X magic damage to the target and nearby enemies, disarming them for 2/2.5/3 seconds.

Taric heals himself and the lowest Health ally for X. Any overhealing is converted to a shield that lasts 4 seconds.

Passive: Talon's first attack on an enemy causes them to bleed for X magic damage over 7 seconds. Every 3rd attack on a target applies an additional bleed.

Kai'sa dashes away from all enemies, then fires a volley of 12/18/100 missiles spread evenly among all enemies that deal X magic damage each. For each time Kai'Sa has attacked this combat, she'll fire an additional missile.

Braum slams his vault door into the ground, creating a fissure towards his target. Enemies within 2 hexes of Braum, and those struck by the fissure, are stunned for 2/3/6 seconds and take X magic damage.

Shaco dips into the shadows, briefly becoming untargetable. His next attack instead deals 185% of his Attack Damage plus X bonus physical damage, and is guaranteed to critically strike targets below 50% Health. (total: X AD)

Akali dashes in a line through the most enemies, dealing X magic damage and marking them for 7 seconds. When a marked target drops below 15/20/90% Health, Akali dashes again and executes them, dealing X magic damage to enemies she passes through.

Certain allies are cloaked in shadows, gaining 55 Armor, 55 Magic Resist and 20% Omnivamp (healing for a percentage of all damage dealt.) (3) The Syndicate champion with the lowest percent Health (5) All Syndicate champions (7) Your whole team, and the effects are increased by 60%
(2) Sisters gain empowered skills to compete with each other. Vi's Ability range increases by 2 hexes. Jinx gains 40% Attack Speed for 3 seconds after scoring a takedown.
(3) After each player combat, a random Yordle is added to your bench for free. (6) And Yordles' Abilities cost 25% less to cast.
Academics have bonus Attack Damage and Ability Power. They also learn from their allies, gaining an additional bonus whenever an ally casts their Ability. (2) 18 Attack Damage and Ability Power; 3 from allies' casts (4) 40 Attack Damage and Ability Power; 5 from allies' casts (6) 50 Attack Damage and Ability Power; 10 from allies' casts (8) 70 Attack Damage and Ability Power; 15 from allies' casts
Protectors shield themselves for 4 seconds whenever they cast an Ability. This shield doesn't stack. (2) 20% maximum Health shield (3) 35% maximum Health shield (4) 45% maximum Health shield (5) 60% maximum Health shield
At the start of combat, components held by Scrap champions turn into full items for the rest of combat. Also, your team gains a shield for each component equipped by your team, including those that are part of a full item. (2) 1 component, 20 shield (4) 3 components, 40 shield (6) All components, 60 shield
Challengers get bonus Attack Speed. Upon scoring a takedown, Challengers dash to a new target and double this bonus for 2.5 seconds. (2) 30% Attack Speed (4) 55% Attack Speed (6) 80% Attack Speed (8) 130% Attack Speed
Your team has bonus Magic Resist. Enchanters gain bonus healing and shielding. (2) +20 Magic Resist; 25% healing and shielding (3) +35 Magic Resist; 40% healing and shielding (4) +50 Magic Resist; 60% healing and shielding (5) +75 Magic Resist; 100% healing and shielding
At the start of combat, Yuumi attaches herself to the nearest ally, or to the lowest Health ally after being unattached for 2 seconds. Attaching to an ally grants them a shield equal to 60% of Yuumi's maximum Health. Yuumi detaches if the shield breaks. While attached, Yuumi is untargetable and cannot attack, but gains 5 Mana per second, and 10 Mana whenever the ally attacks.
(1) Benefits from the Yordle trait. Veigar is summoned from a Yordle Portal when every Yordle is 3-star.
Bodyguards have increased Armor. Shortly after combat begins, Bodyguards gain a Shield and taunt adjacent enemies, forcing them to attack the Bodyguard. (2) 75 Armor, 150 Shield (4) 150 Armor, 350 Shield (6) 250 Armor, 700 Shield (8) 450 Armor, 1200 Shield
Socialites reveal a spotlight on the battlefield. The unit standing in the spotlight at the start of combat gains unique bonuses. (1) 20% bonus damage (2) and 3 Mana per second (3) and heal for 33% of all damage they deal
Mutants gain a different Trait bonus from game to game. Cybernetic Enhancement grants bonus stats to Mutants with at least 1 item. Voracious Appetite strengthens Mutants on each ally's death. Voidborne executes targets below a Health threshold and deals true damage. Hyper-Adrenal Glands give a chance for Mutants to deal additional attacks. Synaptic Web reduces the Mana cost of Mutants' Abilities. Bio-Leeching grants Omnivamp (healing for a percentage of damage dealt) to your team. Metamorphosis grants stacking bonuses to Mutants at regular intervals.
Gain a treasure chest that opens when you win combat against a player. At the start of each planning phase vs a player, dice rolls add loot to the chest. The longer you've gone without opening the chest, the luckier the dice. (3) Roll 2 dice (5) The dice are even luckier! (7) Upon winning, roll a 3rd die that grants bonus loot.
An ally can be fed to Tahm Kench once per planning phase, permanently granting him either Ability Power, Health, Armor, or Magic Resist. To feed, hold an ally over Tahm Kench until his mouth opens, then release.
Innovators build a mechanical companion to join the battle. The companion receives bonus Health and Attack Damage based on allied Innovators' star levels. (3) Mechanical Scarab (5) Mechanical Bear (7) Mechanical Dragon
Your team gains Mana every 2 seconds. (2) 5 Mana (4) 10 Mana (6) 20 Mana
Twinshots gain bonus Attack Damage. When a Twinshot attacks, they have a chance to attack twice instead. (2) 5 Attack Damage, 40% chance (4) 40 Attack Damage, 70% chance (6) 80 Attack Damage, 100% chance
Jayce adopts melee form when placed in the front 2 rows, and ranged form in the back 2 rows.
Your team gains bonus maximum Health. Bruisers gain double the bonus. (2) 125 Health (4) 225 Health (6) 400 Health (8) 700 Health
Innate: When combat starts, Assassins leap to the enemy backline. Assassins' Abilities can critically strike and they gain bonus Critical Strike Chance and bonus Critical Strike Damage. (2) +10% Crit Chance and +20% Crit Damage (4) +30% Crit Chance and +40% Crit Damage (6) +50% Crit Chance and +60% Crit Damage
Innate: Colossi are bigger, more powerful, and immune to crowd control effects. However, each Colossus requires 2 team slots. (2) Colossus champions take 25% less damage
Arcanists increase the Ability Power of your team. (2) Your team gains 20 Ability Power (4) Your team gains 20 Ability Power, Arcanists gain an additional 40 (6) Your team gains 50 Ability Power, Arcanists gain an additional 50 (8) Your team gains 145 Ability Power
Innate: Snipers gain 1 hex Attack Range. Snipers deal bonus damage for each hex between themselves and their target. (2) 8% bonus damage (4) 16% bonus damage (6) 30% bonus damage
Your team has increased Attack Speed, with an additional increase per augment in the Hexcore. (2) 10% Attack Speed + 5% per augment (4) 35% Attack Speed + 10% per augment (6) 70% Attack Speed + 15% per augment
Enforcers stun enemies at the start of combat. They break free after 5 seconds, or after losing 40% of their maximum Health. Enforcers will not try to stun enemies who are immune to crowd control effects. (2) The enemy who has the most Health (4) And the enemy who dealt the most damage last combat
At the start of combat, the Imperial who dealt the most damage last combat becomes the Tyrant. The Tyrant deals bonus damage. When the Tyrant dies, the Imperial who has dealt the most damage this combat becomes the new Tyrant. (3) The Tyrant deals 80% bonus damage (5) The Tyrant deals 150% bonus damage and the other Imperials deal 80% bonus damage
After dropping below 75% Health, Chemtech champions become chem-powered, gaining Attack Speed, 20% damage reduction, and regenerating a percentage of their maximum Health each second for 8 seconds. (3) 15% Attack Speed, 3% Health (5) 50% Attack Speed, 5% Health (7) 90% Attack Speed, 8% Health (9) 135% Attack Speed, 15% Health
+55% Attack Speed Increases the holder's Attack Range by 1 hex and grants AS 55% bonus Attack Speed (including components). The holder's attacks can no longer miss.
AS
60→55
Η περιγραφή άλλαξε · παλιό νέο
Your team counts as having 1 additional Innovator.GainaSinged.
Η περιγραφή άλλαξε · παλιό νέο
Your team counts as having 1 additional Mercenary.Gain1gold.
Gain 3 Loaded Dice and 8 gold.
Gold
4→8
At the start of combat, burn all enemies for 20% of their maximum Health over 10 seconds and reduce healing received by 50%.
Duration
8→10
Η περιγραφή άλλαξε · παλιό νέο
Your team counts as having 1 additional Socialite.Gain1gold.