
Twitch
Fire a shard of ice at the target that pierces through enemies hit, dealing X (ADAP) physical damage, reduced by 10% for each enemy hit. Targets are Sundered for 5 seconds. Sunder: Reduce Armor
THE X
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Νέο set: όλα τα units και traits είναι καινούργια.

Fire a shard of ice at the target that pierces through enemies hit, dealing X (ADAP) physical damage, reduced by 10% for each enemy hit. Targets are Sundered for 5 seconds. Sunder: Reduce Armor

Passive: Permanently gain % Attack Speed and movement speed for each champion killed. Attacks heal for X (AP) Health and deal X (AD) bonus physical damage. Gain double the healing and physical damage for targets below 25% Health. (Current Bonus: +% Attack Speed and movement speed)

Deal X (AP) magic damage to adjacent enemies and gain X (AP) Armor and Magic Resist for 6 seconds. During this time, attacks deal X (Armor MR) bonus magic damage.

Gain X (APHP) Shield for 6 seconds.

Transform into a spider, replace this Ability with Petrifying Venom, then cast it. Petrifying Venom: Stun the target for 1.5 seconds and deal X (HPAP) magic damage to them. Heal for X (AP).

Transform into hammer form and gain X (AP) Armor and Magic Resist. Replace this Ability with Hammer Slam and immediately cast it. Hammer Slam: Leap to the target, dealing X (ADAP) physical damage.

For the next X (AP) seconds, Ashe fires an extra missile dealing X (AD) physical damage at a target near Ashe. This effect stacks.

Deal X (AP) magic damage to the target and reduce their Magic Resist by 10/15/20 for the rest of combat.

Heal for X (AP), then deal X (AP) magic damage to adjacent enemies.

Sneeze fire at the target, dealing X (ADAP) physical damage. Dragon Upgrade: Instead sneeze dragonfire in a larger area. Dragonfire deals X (ADAP) physical damage.

Gain X (AP) Shield for 3 seconds. Then, wallop the target for X (AD) physical damage.

Throw a bouncing bomb at the farthest enemy. The bomb explodes on the first enemy hit dealing X (AP) magic damage to the target and X (AP) to all nearby enemies.

Call down a star on the target that deals X (AP) magic damage to adjacent enemies then heals a nearby ally for X (AP).

Fires a soundwave towards the longest line of enemies that deals X (AP) magic damage, reduced by 35% for each enemy hit.

Place a bomb on the target, dealing X (AP) magic damage and Stunning them for 1.25 seconds. When the stun ends or the target dies, the bomb explodes, dealing X (AP) magic damage to the target and X (AP) magic damage to adjacent enemies.

Fire a cannonball at the target, dealing X (AD) physical damage to the first enemy hit. That enemy is knocked back 2 hexes and Stunned if they are within 2 hexes of Tristana.

Passive: Shields grant 60% Attack Speed for 3 seconds. Active: Dash up to 2 hexes away, then deal X (AD) physical damage to enemies in a line through the target. Gain X (AP) Shield for 3 seconds.

Deal X (AP) magic damage to the target and gain X (AP) Shield for 3 seconds. For the rest of combat, attacks deal X (AP) bonus stacking magic damage.

Launches a honey wad through the current target, dealing X (AD) physical damage to enemies hit. Adjacent allies and allies hit by the trail are set abuzz, gaining X (AP) Attack Speed for 4 seconds.

For the next 6 seconds, attacks instead deal X (AP) magic damage.

Conjure a rift on the target that deals X (AP) magic damage and 20% Shreds for 6 seconds. This ability upgrades the more it is cast. (Total Casts: casts) Casts: Enemies adjacent to the target are Shredded and take X (AP) magic damage. + Casts: For every casts, create an additional rift on a nearby enemy that deals 35% damage. Shred: Reduce Magic Resist

Bite the target, healing for X (AP), dealing X (AP) magic damage, and Chilling them for 3 seconds. Chill: Reduce Attack Speed by 20%

Dash to the farthest enemy within 3 hexes, dealing X (AD) physical damage to them. The next 3 attacks launch kunai at the target, dealing X (ADAP) damage.

Reduce incoming damage by X (AP) for 4 seconds. Fire two magic bolts that converge on the furthest enemy within 3 hexes, Stunning them for 1.25/1.25/1.5 seconds. Each bolt deals X (AP) magic damage to enemies it passes through. Mage casts will target a different enemy.

Transform into dragon form and gain an aura that deals X (HPAP) magic damage per second to adjacent enemies. Then fly through the largest group of enemies within 2 hexes and Stun them for 1/1/1.25 seconds. Dragon Upgrade: While in dragon form, heal 1% of max health whenever a Burning enemy is damaged by an attack or ability.

For 3 seconds, gain X (AP) Durability and create a cone of flame that deals X (AP) magic damage over the duration and Wounds enemies for 5 seconds. Wound: Reduce healing received by 33%

Passive: Gain 30% bonus Ability Power from all sources. Active: Fire an orb towards the target dealing X (AP) magic damage. After hitting an enemy it returns, dealing X (AP) true damage.

Paint a lightning bolt on the target. A moment later the bolt strikes, dealing X (AP) magic damage to the target and X (AP) magic damage to adjacent enemies. Every 3rd cast, paint 2 extra bolts on the lowest percent Health enemies.

Gain X (AP) Shield for 4 seconds, increased by 5% for each enemy targeting Vex. When it expires, deal X (AP) magic damage to enemies within 2 hexes.

Blink to the largest group of enemies within 2 hexes and spin, dealing X (AP) magic damage over 3 seconds to enemies within 2 hexes and Wounding them for 5 seconds. The 2 nearest enemies take X (AP) magic damage instead. If Katarina kills an enemy, she blinks to reposition again. Wound: Reduce healing received by 33%

Passive: On takedown of the current target, if Hecarim's next target is out of range, charge to them, dealing X (ADAP) physical damage. Active: For the next 6 seconds, attacks also cleave adjacent enemies for X (AD) physical damage.

Transform into a Crab for 2 seconds. Over the duration, regain 18% (HP) health and release scuttleblasts at 3 nearby allies and 3 nearby enemies. Allies hit are healed for X (AP); enemies hit take X (AP) magic damage and are Stunned for 1.25 seconds.

Dash to the ideal spot within 3 hexes. Then, fire a blast in a line, dealing X (ADAP) damage reduced by 25% for each enemy hit.

For 4 seconds, gain 105% decaying Attack Speed and her attacks deal X (ADAP) bonus true damage. Takedowns refresh this effect for 3 seconds.

Passive: Gain Ability Power for every Charm you buy. (Charms Bought: ) Active: Deal X (AP) magic damage to the target.

Launch a magic missile at the target that bounces 4 times between enemies dealing X (AP) magic damage to enemies hit. They also take 10% more damage for 3 seconds.

Gain X (AP) Shield that decays over 2 seconds and slam the target, dealing X (AP) magic damage in a 2-hex line. Gain 10 Ability Power for the rest of combat.

Gain X (AP) Durability for 3 seconds. Create 3 volcanic ruptures under the closest enemies which Stun for 1.5 seconds and deal X (AP) magic damage. Subsequent ruptures on the same enemy are 50% effective.

Transform, gaining X (AP) max Health. While transformed, deal X (AP) magic damage to enemies within 2 hexes every second. If already transformed, gain X (AP) additional max Health and increase the damage by X (AP).

Passive: Gain 30% bonus Armor and Magic Resist from all sources. Active: Spin, gaining X (AP) Shield for 4 seconds and dealing a total of X (ArmorMR) physical damage to each adjacent enemy.

Attach a temporal rift to the target and the closest unaffected enemy that deals X (AP) magic damage over 6/6/4 seconds. Reset the duration of all other rifts on the enemy. If they die while affected, the rift explodes into stardust and heals adjacent allies for 8/8/20% of their max Health.

Leap backward and briefly gain 70% Durability. Then, sweep through the most enemies possible within 2 hexes, dealing X (AD) physical damage to each one, plus X (ADAP) split between all enemies hit.

Passive: Every 2 casts, Gwen gains a Snip! stack. Active: Dash and snip twice plus once for every Snip! stack in a cone. The first and last snip each deal X (AP) magic damage and other snips each deal X (AP).

Gain X (HP) Shield for 3 seconds and shoot 8 feathers in a wide cone, dealing X (AP) magic damage to enemies they hit. Then land, granting allies within 2 hexes a X (AP) Shield for 4 seconds.

Dive underground and surface next to the closest enemy. Send out a shockwave towards the farthest enemy within 4 hexes. Enemies within 2 hexes or hit by the shockwave take X (APHP) magic damage and are Stunned for 1.75/2/8 seconds.

Passive: Attacks embed a spear in her target. Every 3/3/1 attacks, also embed spears into 2/2/3 nearby enemies. Active: Deal X (ADAP) physical damage to each enemy for each of their embedded spears.

Open portals that fire X (AS) magic bolts split among the 4/4/6 closest enemies. Each bolt deals X (AP) magic damage.

Fire a bubble that deals X (AP) magic damage at the largest group of enemies within range. Every 3rd cast, summon The Leviathan instead, which Stuns and deals X (AP) magic damage to enemies in a line.

Fire a supernova at the largest clump of enemies within Attack Range plus 1 hexes that deals X (ADAP) physical damage to the target and adjacent enemies. It explodes into a cluster of fireballs, each dealing X (ADAP) physical damage.

Steal 400/600/5000 Health split between the nearest 3/4/10 enemies. Each cast after heals X (AP) Health and deals X (HP) physical damage to the target instead.

Gain X (AP) Durability for 4 seconds and attract nearby enemy projectiles. At the end, release a nova that deals X (MR) magic damage in a 2 hex range.

Passive: Every 4 attacks and when changing targets, leap at the target and deal X (AD) physical damage to the target and adjacent enemies. Active: For the next 5 seconds, gain X Attack Speed, X% (AP) Omnivamp, and crowd control immunity.

Dash within 2 hexes to hit the most enemies possible and heal for X (AP). Excess healing becomes a 3 second Shield. Then, deal X (AP) magic damage to adjacent enemies and X (AP) magic damage to enemies 2 hexes away. Every 2/2/1 casts create a snowfall that Chills all enemies and heals all allies for X (AP) over 3 seconds. Excess healing also becomes a 3 second Shield. Chill: Reduce Attack Speed by 20%

Passive: Fly around and attack the nearest enemy. Active: Gain 50/50/500% Attack Speed and replace Smolder's attacks with fireballs that deal X (ADAP) physical damage for 6/6/60 seconds. Dragon Upgrade: Each fireball also heals 20/30/200 Health.

Passive: On target death, hookshot to the lowest percent health enemy within 3 hexes and deal X (AD) physical damage. After a hookshot or Ability cast, the next attack deals X (ADAP) true damage. Active: Knock back and Stun enemies adjacent to the target for 1/1/7 seconds, dealing X (AD) physical damage. Create a containment zone around the target for 4/4/7 seconds. Gain 30% Durability and 225% Attack Damage while in the zone.

Leap to the largest group of enemies, dealing X (AD) physical damage to enemies in a 2-hex radius and Stun them for 1.25 seconds. Then, enter a frenzy, gaining X (AP) Attack Speed, 15/15/100% Omnivamp, and causing attacks to deal X (AD) bonus physical damage to the target and adjacent enemies. If already frenzied, empower the next attack to chomp, dealing X (AD) physical damage. (Bonus Health: + Health)

Gain X (AP) shield for 4 seconds and summon a swarm of 8/8/30 bats. They seek out the 4 closest enemies within 3 hexes and deal X (AP) magic damage each. Bats deal true damage to enemies below 25% Health.

Launch 10/10/99 arcane blasts at random enemies that each deal X (AP) damage.

Throw 2/2/8 completed items to allies with open slots. If an ally has no room for items, they instead gain a stacking 12% Damage Amp for the rest of combat. Then, throw 3/3/8 knick-knacks at enemies that each deal X (AP) magic damage. Occasionally, also finds something special in the backpack.

Launch a ball at the current target that explodes for X (AP) magic damage, and colors the area for 5/5/15 seconds, dealing X (AP) magic damage over the duration. If the ball lands in an area that is already colored, it will bounce to a new location within 2-hexes before exploding.
Witch Abilities apply a curse to enemies for 4 seconds. When a cursed enemy dies, the curse spreads to the nearest enemy. Cursed enemies become: (2) smaller, losing 150 HP (4) AND green, healing the lowest Health Witch for 18% of damage taken (6) AND frail, taking 25% bonus true damage from Witches (8) AND a frog, stunned for 2 seconds every 8 seconds. All other curse effects are increased by 40%.
Use the Arcana signifier item to choose a High Arcana champion. Each Arcana grants power based on a different condition. Gain power for: Ahri: Fielding 3-star champions. Hecarim: Equipping items. Tahm Kench: Activating traits. Xerath: Purchasing Charms. Emblem: Equipping Spatula items.
Frost champions gain AP Ability Power and AD Attack Damage. The first few enemies to die become allied ice soldiers which lure enemy attacks if they are within range and retargeting. (3) 15 APAD, 1 soldier (5) 30 APAD, 2 soldiers (7) 45 APAD, 3 soldiers, soldiers explode on death (9) 75 APAD, 4 soldiers, explosion power doubles Soldiers have 200 Health per stage.
Hunters gain AD Attack Damage, increased the first time they get a takedown each combat. (2) 15% AD, 30% after takedown (4) 40% AD, 65% after takedown (6) 70% AD, 110% after takedown
Norra summons Yuumi to help your team! She can be attached to allies by holding her over them. Yuumi shares her Ability Power with Norra and dies when Norra does.
Wukong does not have a trait bonus, but instead has a powerful Ability and increased stats.
Scholars gain bonus Mana Mana on attack. (2) 3 Mana per attack (4) 5 Mana per attack (6) 10 Mana per attack
Multistrikers' attacks have a chance to trigger 2 extra attacks. (3) 30% chance (5) 55% chance (7) 70% chance; heal 3% max Health every attack (9) 100% chance; heal 10% max Health every attack
When Morgana's bats kill an enemy, they have a 40% chance to abduct a 1-star copy of it.
Warriors gain Omnivamp Omnivamp and Durability Damage Amp. When Warriors drop below 60% health, they gain double Durability. (2) 10% Omnivamp, 10% Durability (4) 18% Omnivamp, 18% Durability (6) 25% Omnivamp, 25% Durability
Chronos gain 15 AP Ability Power. Combat start: begin a 16 second countdown, which speeds up by 1 second after each Chrono Ability cast. At the end of the countdown, gain a special effect: (2) Your team restores 20% health; Chronos gain 20 more AP (4) AND freeze time for 2.5 seconds, Chronos keep fighting and gain 35 AP (6) AND Chronos gain 60% AS and your team heals 100% Health instead
Your team gains 10 AP Ability Power. When Incantors attack or cast, all Incantors gain stacks of AP up to 40. Every other attack grants 1 stack, and each Ability cast grants 3 stacks. (2) 1 AP per stack (4) 2 AP per stack; your team gains 20 AP
(1) Ascendant Charms can appear in your shop. The odds increase by 8% after player combat, up to 40%. When you buy one, the odds reset. Current Odds: %
Faeries gain HP Health and create special items that become stronger with trait tiers. (2) 100 HP, Gain Queen's Crown that grants 25% Durability Damage Amp (4) 400 HP, Crown 35% Durability (6) 600 HP, Crown 40% Durability, Gain Queenguard's Armor (9) 850 HP, Crown 75% Durability, Both items become Radiant Only Faeries can hold Faerie items.
After combat, Milio has a 40/60/100% chance to convert a temporary relic component into a real component.
Your team heals for a percent of their max HP Health every 3 seconds. If they're full Health, restore Mana Mana instead. Preservers gain double the amount. (2) 2.5% HP or 3% Mana (3) 4.5% HP or 5% Mana (4) 7% HP or 8% Mana (5) 10% HP or 12% Mana
Vanguards gain 10% Damage reduction Durability while Shielded. Combat start and at 50% Health: Gain a Shield for a percent of max Health for 10 seconds. (2) 18% max Health (4) 35% max Health (6) 50% max Health
When your team loses 20% of their Health, an Old God awakens. It gains 25% Health and 10% Ability Power for each Eldritch star level. (3) The Tainted Golem (5) The Dark Monolith (7) The Many-Eyed Beast (10) The Stormbringer
Shapeshifters gain HP max Health. After their first Ability cast, they triple this effect. (2) 10% HP (4) 15% HP (6) 21% HP (8) 30% HP
Blasters gain Durability Damage Amp, which increases for 3 seconds after casting their Ability. (2) 8% Durability; 25% during burst (4) 15% Durability; 45% during burst (6) 30% Durability; 90% during burst
Your team gains ArmorMR 10 Armor and Magic Resist. Bastions gain more, and the value doubles in the first 10 seconds of combat. (2) 15 ArmorMR (4) 40 ArmorMR (6) 65 ArmorMR (8) 110 ArmorMR and 2 champions starting combat in the back 2 rows are invulnerable until 4 Bastions die
Briar gains Durability 0.6% Damage Amp for each player health you are missing. Each round, gain a Light Snack to give her 150 HP in exchange for 3 of your player health.
(2) Dragon attacks and Abilities 1% Burn and Wound enemies for 5 seconds. (3) The power of friendship upgrades all dragon Abilities! Burn: Deals a percent of the target's max Health as true damage every second
Honeymancers gain Bees that deal magic damage to their target every 3 seconds. Each Bee deals 7.5% of the Honeymancer's damage dealt and 2.5% of their damage taken. When a Honeymancer dies, leave 1 Bee that follows nearby Honeymancers for the rest of combat. (3) 3 Bees (5) 5 Bees (7) 8 Bees, 3 Bees survive instead
Combat start: Portal champions Shield for 15 seconds. Objects from other dimensions fly out of a portal every few seconds to help allies and disrupt enemies. The portal becomes 8% stronger for each Portal champion's star level. (3) 200 Shield, Small portal (6) 450 Shield, Medium portal (8) 700 Shield, Large portal (10) 1500 Shield, GIGA portal
Mages cast their Abilities twice and have modified total AP Ability Power. (3) 75% AP (5) 90% AP (7) 105% AP (9) 135% AP
Sugarcrafters build a layer cake from sugar. Gain sugar for each component your champions are holding after player combat. They gain AD Attack Damage and AP Ability Power, increased by 10% for each cake layer. When the cake has reached 7 layers, gain treats instead! (2) 2 sugar, 12 ADAP (4) 4 sugar, 25 ADAP (6) 6 sugar, 35 ADAP, team gains 150 HP Total: ADAP Layers: / 7 Sugar per round: = components x from trait
Your team gains 3% AS Attack Speed. Pyro champions gain more AS and execute enemies under 12% Health. For each kill, Pyro champions create an infernal cinder that you collect the next round. For every 4 cinders you collect, your team gains 1% more AS. (2) 12% AS (3) 25% AS (4) 45% AS (5) 70% AS and execute under 18% Health Cinders collected: Team AS: %