
Singed
Gain X (AP) Durability and grant the ally who has dealt the most damage this round 100/120/160% Attack Speed, decaying over 4 seconds.
Ability · HERO spell base damage
160/240/360→140/210/315
THE X
0%

Gain X (AP) Durability and grant the ally who has dealt the most damage this round 100/120/160% Attack Speed, decaying over 4 seconds.
Ability · HERO spell base damage
160/240/360→140/210/315

Η περιγραφή άλλαξε · παλιό νέο
Passive: If Draven has an empowered axe in hand, itreplaceshis next attack,attack will throw it, dealing a total of X (AD) physical damage. Empowered axes return to Draven after hitting an enemy.
Active: Spin an empowered axe.

Heal X (AP) and chomp target for X (AD) physical damage. Both effects are increased by up to 75% based on Trundle's missing Health.
Ability · Gain health
160/190/230→200/220/250

Send a monkey towards the largest group of enemies, causing a 2-hex radius explosion on impact. Enemies hit take X (AP) magic damage, reduced by 30/30/25% for each hex they are away from the epicenter. Wound and 1% Burn applied for 5 seconds to all enemies hit. Burn: Deal a percent of the target's max Health as true damage every second Wound: Reduce healing received by 33%
Ability · Damage
320/480/680→350/500/700
Ability · HERO damage
350/530/800→350/500/700
Ability · Hero big falloff perc
0.6→0.5

Jab target 2 times for X (AD) physical damage each. Then uppercut them, dealing X (ADAP) physical damage and briefly knocking them up.
Attack damage
40→50
Mana
70→65
Ability · Percent attack damage
1.35/1.35/1.4→1.35
Ability · AP damage
40/60/90→20/30/45
Ability · Percent increased attack damage
4.5/4.5/4.75→3.3

Deal X (AP) magic damage to target and create a one-hex radius zone of darkness around them. After a brief delay, deal X (AP) magic damage to enemies still in the zone.
Ability · Damage
220/330/500→220/330/550
Ability · Secondary damage
110/165/250→110/165/275

Enter a defensive stance and gain X (AP) Shield that rapidly decays over 3 seconds. When it expires, deal X (AP) magic damage + 30% of the damage absorbed to enemies around and in front of Irelia.
Ability · HERO base dash damage
3.15/3.15/3.25→3.35/3.35/3.45
Ability · HERO spell AP base
30/45/70→40/60/90

Send vines towards the current target, Stunning them for 1 second and dealing X (AP) magic damage. Then smaller vines seek out the 2 nearest enemies and deal X (AP) magic damage to them. Experiment Bonus: Ability damage bleeds enemies for % bonus true damage over 2 seconds.
Ability · AOE damage
80/120/180→95/140/215

Curse the nearest non-cursed enemy, dealing X (AP) magic damage over 10 seconds and reducing the effectiveness of shields used on them by 50%.
Ability · Damage
500/750/1150→525/780/1300

Fire a pair of missiles at target. Allies they pass through gain X (AP) Shield for 3 seconds. When they collide, they deal X (AP) magic damage to target and X (AP) magic damage to adjacent enemies.
Ability · Target damage
280/420/650→310/465/700
Ability · Explosion damage
140/210/325→155/230/350

Kick the target, dealing X (ADAP) Adaptive Damage. Heal for 33% of the damage dealt. Adaptive Damage: Uses the damage type the target resists less
Ability · Percent attack damage
2.4/2.4/3→2.3/2.3/2.6
Ability · AP damage
45/70/120→30/45/70
Ability · Heal percent
0.4→0.33

Throw a shuriken at target, dealing X (AP) magic damage and marking them to take 15% more damage for 4 seconds. Then dash away from target. After a brief delay, dash towards them and deal X (AP) magic damage.
Ability · Secondary damage
240/360/600→240/360/550

Heal X (AP) and deal X (AP) magic damage to the target.
Ability · HERO amp per cast
0.07→0.1

Toss a bomb at target, dealing X (AP) magic damage. 3 mini-bombs fly out, dealing X (AP) magic damage to random enemies.
Ability · Damage
175/265/400→180/270/450
Ability · Minibomb damage
80/120/180→90/135/200

Η περιγραφή άλλαξε · παλιό νέο
Stop attacking and brace for 2.5 seconds, gaining X (AP) Armor and Magic Resist. EmpowertheVander's next attack tois dealreplaced with a strike that deals X (AD) physical damage, increased by X (AD) physical damage for each 1 or 2 cost champion on your team.
Ability · HERO bonus damage
1.75→1.85

Passive: Every 3rd attack is replaced with a spark that deals X (AD) physical damage to target and X (AD) physical damage to 2 nearby enemies.
Ability · Percent attack damage
1.9→2

For 6 seconds, attacks also cause adjacent enemies to bleed for X (AD) physical damage over 1 second.
Attack speed
0.75→0.8

Fire a cannonball at target, dealing X (AD) physical damage. If they die, the cannonball ricochets to the nearest enemy, dealing the overkill damage. When it does, permanently gain % Attack Damage. (Current Bonus: % AD)
Attack speed
0.7→0.75

Η περιγραφή άλλαξε · παλιό νέο
Fire an explosive charge, dealing X (AD) physical damage to target and X (AD) physical damage to adjacent enemies. 20% Sunder all enemies hit for 6 seconds.
Sunder: Reduce Armor
Experiment Bonus: OnCombatStartandafterAbilitycasts,dashDash to thetargets. target,On thencast, gain % max Health Shield and % Attack Speed for 5 seconds.

Passive: After surviving damage, deal 3% of the damage absorbed as magic damage to target. Active: Gain X (AP) Shield for 4 seconds. Shock the nearest 3 enemies for X (AP) magic damage and reduce their damage by 10% for 4 seconds.
Ability · Shield
450/470/520→470/500/550

Leap towards the enemy with the fewest items within 4 hexes. Slash 3 times, dealing a total of X (AD) physical damage. If they die, leap again, dealing 30% less damage.
Attack damage
68→70

Gain X (AP) Shield for 4 seconds. It redirects 50% of damage taken by adjacent allies. When it expires, deal X (AP) magic damage in a cone.
Mana
100→90
Ability · Shield
500/575/675→525/600/700

Lob bombs at the nearest 3 enemies, Stunning them for 1.5/1.5/1.75 seconds and dealing X (AP) magic damage to each. Heal X (AP).
Mana
155→170
Ability · Heal
210/240/285→220/240/270
Ability · Damage
110/165/265→80/120/180

Η περιγραφή άλλαξε · παλιό νέο
CleanseallnegativeeffectsRestore andX (AP) healHealth. X (AP).Then Slash,slash, dealing X (AD) physical damage to enemies in a line. If only one enemy is hit, the damage is doubled.
Ability · Percent attack damage
3.15→3.4

Passive: Attacks deal X (AP) bonus magic damage. Active: Gain 25% stacking Attack Speed for the rest of combat. After every 3 casts, gain +1 Range.
Ability · Damage on attack
50/75/120→48/72/120

Throw 3 cards at different targets. Blue Card: Restore X (AP) Health to the lowest Health ally. Red Card: Deal X (AP) magic damage to the largest circle of enemies. Yellow Card: Deal X (AP) magic damage to target and Stun them for 1 second.
Ability · Blue heal
80/100/125→90/110/140
Ability · Yellow damage
210/315/505→230/345/535

Heal X (AP) and ascend for 6 seconds. While ascended, heal X (AP) and deal X (AP) magic damage to adjacent enemies every second. On takedown, the ascension's duration is extended by 2 seconds.
Ability · Heal
250/300/350→240/300/380
Ability · Heal per second
75/90/110→70/90/125

Gain X (AP) Shield for 3 seconds, then Stun target for 1.5 seconds. Slam them down, dealing X (AD) physical damage to them and causing a shockwave in their row. Enemies hit take X (AD) physical damage and are briefly knocked up.
Ability · Shield
250/300/1200→280/325/1200
Ability · Percent attack damage
5.5/5.5/11→6/6/12
Ability · Percent attack damage secondary damage
1.5/1.5/4.5→1.8/1.8/5

Η περιγραφή άλλαξε · παλιό νέο
Become energized and heal X (HPAP) over 2 seconds. While energized, deal X (AP) magic damage to a nearby enemy each second. Afterwards, deal X (HP) magic damage to all enemies within 2 hexes.
Experiment Bonus: Gain max Health. On each takedown, gain maxHealthfortherestmore of combat.max Health.
Ability · Percent health heal
0.25→0.18
Ability · AP heal
500/600/2000→650/750/2500
Ability · AP damage
80/120/800→120/180/1000
Ability · Percent health damage
0.12/0.12/0.4→0.07/0.07/0.35
Ability · Experiment health gain
75→60
Ability · Base experiment health gain
200→120

Fire 5/5/7 missiles at random enemies that deal X (AP) magic damage. Each cast fires 1 more missile than the last.
Ability · Damage
54/81/270→50/75/225

Lock onto target and strafe to a nearby position, unleashing 21/21/35 missiles split between the target and all enemies within two hexes. Each missile deals X (AD) physical damage and reduces Armor by 1. Every 7th missile deals X (AD) physical damage and reduces Armor by X.
Attack damage
63→65

Ambessa switches between two stances on cast: Chains: Gain +1 Range. Attacks deal X (AD) physical damage. On cast, dash to target and strike in a half-circle, dealing X (AD) physical damage to enemies hit. Fists: Gain X (AP) Omnivamp and attack twice as fast. On cast, briefly Stun target before slamming them into the ground, dealing X (AD) physical damage, then dash away.
Mana
100→90
Ability · Slam damage AD
4.5/4.5/10→5/5/12

Enter a sniper's stance and call in an airship that circles the battlefield for 5 seconds, dropping 4/4/20 bombs at a random cluster of enemies over the duration. Bombs deal X (AD AP) physical damage in a one-hex circle. Whenever an enemy is caught in the epicenter of an Air Raid blast, reduce their Armor and Magic Resist by 20 and fire a shot towards them, dealing X (AD) physical damage.
Attack damage
80→82
Ability · Percent attack damage
1.5/1.5/7.5→1.8/1.8/7.5

Summon a gate in a 5-hex line across target. Enemies hit take X (AP) magic damage and are 20% Shredded for 4 seconds. Malzahar spreads 5 stacks of infection between enemies hit. Infection deals X (AP) magic damage per second for the rest of combat. This effect can stack infinitely. When an infected target dies, they spread their stacks to nearby enemies. Shred: Reduce Magic Resist
Mana
90→95
Ability · Infection damage
18/27/400→14/21/400

Passive: Summon a placeable Hextech Forge. On cast, the 3 allies closest to it gain X (AP) Shield for 4 seconds. If it's dead, revive it with 100% Health. Active: Summon 2 Hexgates and knock target into one of them, dealing X (AD) physical damage and sending them flying back to their original position. While flying, they deal X (AD) physical damage to all other enemies in the path.
Ability · Percent attack damage
4.5/4.5/20→5/5/20

Call down a rain of 5 missiles on target's row that each deal X (AP) magic damage, Wound, and 1% Burn units hit for 5 seconds. For each missile that doesn't hit an enemy, restore 20 Mana. If there's only 1 enemy left, fire all of the missiles at them. Burn: Deal a percent of the target's max Health as true damage every second Wound: Reduce healing received by 33%
Ability · Self destruct resist damage level1
2→1.6
Ability · Self destruct resist damage level2
3→2.4
Ability · Flamethrower damage level1
35→30
Ability · Flamethrower damage level2
50→45

Jinx alternates between Zap, Flame Chompers, and Death Rocket for her ability. Zap: Deal X (AD) physical damage to enemies in a line and Stun them for 1.25/1.5/10 seconds. Flame Chompers: Deal X (AD) physical damage to 3 1-hex circles of enemies. Death Rocket: Fire a rocket at the center of the board that X (ADAP) physical damage to ALL enemies, reduced by 10% for each hex they are away from the epicenter.
Ability · Flame chompers percent AD
2.65/2.65/15→2.65/2.65/20
Ability · Zap percent AD
2.65/2.65/15→2.65/2.65/20

Passive: Attacks are replaced with a Death Ray that deals X (AP) magic damage and 35/90/1000 true damage in a 2-hex line. Enemies hit are 30% Sundered and Shredded for 5 seconds. Active: Summon a chaos storm that engulfs the battlefield, knocking up ALL enemies into the air for 2/3/30 seconds. At the end of the duration, slam them to the ground, dealing X (AP) plus 8/20/100% of their max Health as magic damage. Sunder: Reduce Armor, Shred: Reduce Magic Resist

Dash to a nearby hex, then gain 300/600/10000 Shield and grant the same Shield to 2 nearby allies. 50% of the damage blocked by the Shields is stored as unstable energy. After dashing, deal X (AP) magic damage to 3 nearby enemies. Every 3rd cast, unleash the unstable energy + X (AP) as magic damage split between the 5 nearest enemies.

Passive: While Bloodfrenzied, move faster, gain X% (AP) Omnivamp, 40% Attack Speed, and deal X (ADAS) physical damage each second to target. After killing 5 enemies, become Unstoppable and Bloodfrenzied for the rest of combat. Active: Become Bloodfrenzied for 4 seconds. Experiment Bonus: On kill, Stun enemies adjacent to the dead target for second.
Automata gain a crystal when they deal damage. At 20 crystals, they blast their current target, dealing magic damage + 25% of damage dealt since the previous blast and reset. They also gain Armor and Magic Resist. (2) 150 damage, 25 ArmorMR (4) 400 damage, 60 ArmorMR (6) 1100 damage, 140 ArmorMR
Magic damage
150/350/800→150/400/1100
Resists
20/50/100→25/60/140
Your team gains 10 Ability Power. Sorcerers gain more. (2) 20 AP (4) 50 AP (6) 95 AP (8) 110 AP, Abilities reduce their target's damage by 25% for 3 seconds
Base AP
20/50/85/100→20/50/95/110
Combat start: Components held by Scrap units temporarily turn into full items. Scrap units gain Shield for 20 seconds for each component held by your team, including those that make up a full item. (2) 1 component, 25 Shield (4) 3 components, 35 Shield (6) All components, and full items become lucky! 50 Shield (9) Generate Radiant items! 60 Shield Shield Amount:
HP shield amount
25/40/60/70→25/35/50/60
Shield duration
30→20
The first time you would be eliminated, if Mel has cast 12 times during player combat this game, she saves you and you remain alive. Afterwards, Mel permanently gains 10% Damage Amp.
Every 5 attacks, Artillerists launch a rocket that deals 125% Attack Damage around the target. They also gain Attack Damage. (2) 10% AD (4) 45% AD (6) 60% AD, Launch a rocket every 4 attacks that deals double damage.
AD
0.1/0.4/0.5→0.1/0.45/0.6
This trait is active only when you have exactly 1 or 4 unique Emissaries. (1) Gain that Emissary's bonus (4) Gain all bonuses. Emissaries gain 200 HP and 20% Durability Ambessa: Allies gain 2 Armor and Magic Resist for each opponent defeated. (/7) Garen: On Combat Start, Garen and allies to his left and right gain 12% of his max Health. Nami: Allies' attacks grant 2 bonus Mana. Tristana: Allies gain 6% Attack Speed per star level.
Garen health percent
0.2→0.12
Η περιγραφή άλλαξε · παλιό νέο
Family members support each other, reducing their max Mana and gaining extra bonuses.
(3) 25% reduction, 15% Damage20% Damage reduction
(4) 30% reduction, 20% AS
(5) 40% reduction, heist on topside! After combat, progress the heist, increased for each surviving Family member!
Damage reduction
0.15→0.2
Damage from Ambushers' Abilities can critically strike. They also gain bonus Critical Strike Chance and Critical Strike Damage. (2) 25% , 10% (3) 35% , 20% (4) 45% , 25% (5) 55% , 25% ; also gain 15% Durability
Crit chance
0.2/0.3/0.4/0.55→0.25/0.35/0.45/0.55
Crit damage
0.1/0.2/0.3/0.35→0.1/0.2/0.25/0.25
Conquerors' takedowns grant stacks of Conquest. After gaining enough Conquest, open War Chests full of loot! Conquerors gain Attack Damage and Ability Power, increased by 3% for each War Chest opened. (2) 18% ADAP; 1x Conquest (4) 25% ADAP; 3x Conquest (6) 40% ADAP; 6x Conquest (9) 100% ADAP; 20x Conquest War Chests Opened: Current Stats: % ADAP
ADAP base
0.16/0.25/0.4/1→0.18/0.25/0.4/1
Rammus always makes room for himself in any team. +1 Team Size, but only if Rammus is on your team.
The Academy sponsors 3 items each game. Copies of sponsored items grant bonus max Health and Damage Amp. Academy units holding sponsored items gain double the amount, plus an additional 5% Health and Damage Amp. (3) 2% HP Durability; gain 1 sponsored item. (4) 3% HP Durability; gain 1 sponsored item. (5) 5% HP Durability; gain 1 sponsored item. (6) 9% HP Durability
Percent increase sponsored
0.02/0.03/0.04/0.08→0.02/0.03/0.05/0.09
Gain Shimmer after each player combat. If your loss streak is at least 3, gain more. At each stack of 100 Shimmer, the Black Market offers you contraband that only Chem-Barons can use. Chem-Barons gain max Health for each Black Market you pass on. (3) 15 or 35; 20 HP (4) 20 or 45; 60 HP (5) 20 or 55; 110 HP (6) 25 or 70; 160 HP (7) 30 or 100; 220 HP Markets Skipped: Current Health: HP
Health per skip
20/50/90/125/180→20/60/110/160/220
Shimmer per combat streaking
30/40/50/70/100→35/45/55/70/100
Rebels gain 12% max Health. After your team loses 25% of their Health, a smoke signal appears, granting Rebels 60% Attack Speed for 5 seconds and extra power for the rest of combat. (3) 20% ADAP (5) 40% ADAP, 12% HP (7) 45% ADAP, 15% HP, and Stun all enemies for 2 seconds (10) The smoke signal triggers at Combat Start and every 12 seconds.
Burst duration
4→5
Percent health trigger
0.3→0.25
Force duration
8→12
Pit Fighters gain 15% Omnivamp and deal bonus true damage. Once per combat at 50% Health, they heal a percentage of their max Health over 2 seconds. (2) 6% true damage, 10% HP (4) 12% true damage, 25% HP (6) 20% true damage, 40% HP (8) 40% true damage, 80% HP
Heal percent
0.1/0.25/0.4/0.99→0.1/0.25/0.4/0.8
True damage percent
0.06/0.12/0.2/0.5→0.06/0.12/0.2/0.4
Η περιγραφή άλλαξε · παλιό νέο
Combat Start: Enforcers gain Shield and Damage Amp. The highest Health enemy units become WANTED!
When a Wanted enemy dies, Enforcers gain 30% Attack Speed.
(2) 1 units;1 unit; X% HP, 12% Durability
(4) 2 units; X% HP, 20% Durability
(6) 4 units; X% HP, 33% Durability
(8) 5 units; X% HP, 50% Durability
(10) ALL enemies; X% HP, 150% Durability; Combat Start: Confiscate all enemy items!
Every 6 seconds, Firelights dash. While dashing, they attack with infinite range and heal a percentage of the damage taken since their last dash. (2) 20% of damage taken (3) 33% of damage taken (4) 40% of damage taken. While dashing, gain a massive burst of Attack Speed.
Percent damage taken heal
0.25/0.4/0.45→0.2/0.33/0.4
Maddie always targets Ambessa's target with her Ability and attacks. Every round where either gets at least 2 kill, gain a Maddie.
Gain Laboratory hexes on your board. Combat start: Experiments standing on Laboratory hexes gain the Experiment bonuses of all Experiments on Laboratory hexes, plus max Health. (3) 2 Laboratories, 100 HP (5) 3 Laboratories, 300 HP (7) Experiment bonuses increase by 100%!
Max health
100/300/200→100/300/300
Viktor has a fixed Attack Speed of 0.55 attacks per second and converts ALL bonus Attack Damage, Attack Speed, and Mana into Ability Power. Instead of Mana, Viktor gains 1 Chaos Energy every attack and casts when he has 8.
Warwick devours enemies that drop below 15% Health, healing him for 400 and granting him 50 Mana.
When Heimerdinger casts, Ekko releases 3 afterimages, each dealing 33% damage. When Ekko casts, Heimerdinger fires 3 missiles, each dealing 120% damage.
Reduced heimer damage
1.05→1.2
+65 Armor Gain 7% max health. Take 8% reduced damage from attacks. When struck by any attack, deal 100 magic damage to all adjacent enemies. Cooldown: 2 seconds
Percent max HP
0.05→0.07
+15 Mana · +20% Crit Chance Gain 2 effects:15% Attack Damage and 15 Ability Power.12% Omnivamp. While above 50% health, double the Attack Damage and Ability Power. While below 50% Health, double the Omnivamp.
Stat omnivamp not stat bar
0.15→0.12
+150 Health Combat start: Fire a sniper shot that instantly executes enemies.
+45% Attack Damage · +45 AP 100% of overkill damage plus 100 is dealt as magic damage to the three enemies nearest the target.
AD
0.4→0.45
AP
40→45
+15% Attack Speed · +100 Health Once per combat at 50% Health, the holder splits into 3 copies of themself each with 30% of their max Health. [Unique - only 1 per champion]
AS
25→15
Percent health of copies
33→30
+1.2% Attack Damage · +60 Armor · +60 Magic Resist Grants immunity to Stuns and the holder's attacks Stun the target for 0.8 seconds. The holder's Attack Speed is locked at 0.5.
Armor
75→60
Magic resist
75→60
Η περιγραφή άλλαξε · παλιό νέο
Gain a Vladimir. Your strongest Vladimir gains +3 Range and gains 3 bonus Mana each attack. His Ability no longer heals but grants 7%10% Damage Amp, deals 80% bonus damage, and spreads additional damage to the 2nearest enemies.enemy.
Η περιγραφή άλλαξε · παλιό νέο
When Heimerdinger casts, Ekko releases 3 afterimages, each dealing 33% damage. When Ekko casts, Heimerdinger fires 3 missiles, each dealing 105%120% damage.
Gain a HeimerdingerHeimerdinger, Ekko, and Ekko.a Jeweled Gauntlet.
Reduced heimer damage
1.05→1.2
Η περιγραφή άλλαξε · παλιό νέο
Gain a Black Rose Emblem,aMorellonomicon,Emblem and a Cassiopeia.Spear of Shojin.
Η περιγραφή άλλαξε · παλιό νέο
Gain an Enforcer Emblem, an Infinity Edge, and a Loris.Maddie.
Η περιγραφή άλλαξε · παλιό νέο
After the Anomaly round on 4-6, gain aan item that duplicates the chosen Anomaly Effect onto the equipped champion.
Gain an Experiment Emblem and an Urgot.
Η περιγραφή άλλαξε · παλιό νέο
When Sorcerers die, they deal 300% of their Ability Power as magic damage to all adjacent units. Gain a Vladimir.Vladimir and Lux.
Η περιγραφή άλλαξε · παλιό νέο
Gain 2 Rennis. Your strongest Renni's Ability costs 10 less and causes her to lunge towards the farthesetfarthest enemy within 2 hexes, dealing 110% damage to the target and reduced damage to enemies in her path.
Η περιγραφή άλλαξε · παλιό νέο
Gain an Enforcer EmblemandaLoris.Emblem.
Gain a Trundle. Your strongest Trundle's Ability no longer heals, but grants him 140% Attack Speed for 5 seconds, and permanently grants him 1.5% Attack Damage. His maximum mana is reduced by 50.
Mana reduction
40→50
Η περιγραφή άλλαξε · παλιό νέο
Pit Fighters permanently gain 1.51.5% Attack Damage if they lost the last combat. If they won, gain 45 Health instead. Gain an Urgot.
Gain an Experiment Emblem, a Bloodthirster, and an Urgot.
When an Automata champion fires their blast, they fire a second blast at the closest enemy dealing 70% of the original damage. Gain an Amumu and Nocturne.
Percentage
0.5→0.7
Immediately go to level 6 and gain 4 XP. You don't get to choose your future augments.
XP
8→4
Η περιγραφή άλλαξε · παλιό νέο
Choose a gold-generating Artifact. Gain a Magnetic Remover and 4 gold.Yourmaxinterestisincreasedto7.Interestisextragoldyougainper10gsaved.
Interest cap
7→5
Η περιγραφή άλλαξε · παλιό νέο
Choose a gold-generating Artifact items and gain a Magnetic Remover.Yourmaxinterestisincreasedto7.Interestisextragoldyougainper10gsaved.
Interest cap
7→5
Η περιγραφή άλλαξε · παλιό νέο
Gain a Training Dummy. When it dies 54 times, gain a random Support AnvilItem and remove the Training Dummy.
Num deaths
5→4
Η περιγραφή άλλαξε · παλιό νέο
Gain a Crownguard. Your Crownguards' start of combat effect is 100% stronger.stronger and the shield lasts 5 seconds longer.
All your current and future completed items transform into Guinsoo's Rageblades that grant 45 Armor and Magic Resist. Every 2 Rageblade stacks grant 1% Attack Damage and Ability Power.
Resist stack value
35→45
Η περιγραφή άλλαξε · παλιό νέο
Lose all champions on your board and bench. Gain a Training Dummy with 100% of their combined health. The dummy gains 250 Health per stage.
Η περιγραφή άλλαξε · παλιό νέο
Gain a Training Dummy. When it dies 97 times, gain a random Support AnvilItem and remove the Training Dummy.
Num deaths
9→7
Η περιγραφή άλλαξε · παλιό νέο
Your team gains 15% Omnivamp. Get a bonus of 2015 gold when your team first accumulates 10000 total champion healing.
Total Healing:
Gold
20→15
Η περιγραφή άλλαξε · παλιό νέο
Your team gains 10% Omnivamp. Get a bonus of 108 gold when your team first accumulates 10000 total champion healing.
Total Healing:
Gold
10→8
Η περιγραφή άλλαξε · παλιό νέο
The next non-player combat round will drop an additional Prismatic Orb full of amazing loot. All GoldandPrismatic orbs contain even more loot!
Gain 3 3-cost champions. Allies gain 9% Attack Speed. Combat Start: 3 random 3-cost champions gain 330 Health and 24% Attack Speed.
Health
420→330
Your team gains 6% Attack Speed now. Each round after, they gain 0.5% more. (current Attack Speed: %)
Base AS
8→6
Η περιγραφή άλλαξε · παλιό νέο
1-cost and 2-cost units in your shop have a chance to be 2-star. Gain 8 gold. Current Chances: % Chances increase with player level.
Η περιγραφή άλλαξε · παλιό νέο
After eachthe carousel,next 4 carousels, gain one unit that was not taken and its item. Gain 1 gold.
Gain a Zz'Rot Portal and another after every 6 player combats. Zz'Rot Portal Voidlings gain 40% Attack Speed and 25% Omnivamp.
Numberofcombats
8→6
After each player combat, gain 2 gold for every 2 other players who have fielded the leftmost unit on your bench this game.
Η περιγραφή άλλαξε · παλιό νέο
Your team gains 3% Damage Amp for each Bronze-tier trait. Damage Amp Bonus: %
Η περιγραφή άλλαξε · παλιό νέο
Gain three 2-cost champions. If you 3-star two of them, gain an orb filled with loot. Gain 6a rerolls.Lesser Champion Duplicator now and at the start of every stage.
Champions: , ,
Η περιγραφή άλλαξε · παλιό νέο
Each combat, 4 random champions in your last rowtwo rows gain 35% Attack Damage and 40 Ability Power.
Whenever you craft a completed item, gain 2 rerolls.
Rerolls
3→2
Η περιγραφή άλλαξε · παλιό νέο
Combat start:Start: 1 random 1-cost champion is upgraded to 4-star for that round and gains 5% Attack Damage and 5 Ability Power.
Η περιγραφή άλλαξε · παλιό νέο
Champions on your board permanently transform into random champions 1 cost tier higher.higher (max 5). Gain 2 Magnetic Removers.
Your team gains 8% Attack Speed now. Each round after, they gain 1% more. (current Attack Speed: %)
Base AS
10→8
Η περιγραφή άλλαξε · παλιό νέο
Whenever an allied champion dies, your current team and all future allies permanently gainsgain 125 health, 0.8% Attack Damage, or 0.81 Ability Power, based on the dying champion's role.
Health:
Attack Damage: %
Ability PowerPower:
AP per stack
0.8→1
Health per stack
12→5
Η περιγραφή άλλαξε · παλιό νέο
1-cost and 2-cost units in your shop have a chance to be 2-star. Gain 6 gold. Current Chances: % Chances increase with player level.
Η περιγραφή άλλαξε · παλιό νέο
Lose all champions on your board and bench. Gain a Golem with 90% of their combined Health and 60% of their combined Attack Damage. The Golem gains 150 Health per stage.
Η περιγραφή άλλαξε · παλιό νέο
Units holding exactly 1 item upgrade that item to Radiant. Units holding Radiant items gain 12% Health. Gain 2 Magnetic Removers. Thief's Gloves counts as multiple items.
Gain 2 gold. For the next 3 rounds, enemy champions drop 2 gold when killed.
Gold contained
6→2
The first 5 enemy champions that are killed each combat grant a champion on your team a temporary completed item.
Num deaths
4→5
Η περιγραφή άλλαξε · παλιό νέο
Combat start: 1 random 1-cost championschampion areis upgraded to 3-star for that round and gaingains 20%25% Attack Damage and 2025 Ability Power.
AD bonus
0.2→0.25
AP bonus
20→25
During non-player combat rounds, your shop refreshes for free every 2.5 seconds for 30 seconds.
Refresh timer
3→2.5
Your last surviving unit gains 140% Attack Speed and 35% Durability
Durability bonus
0.3→0.35
Gain a Powder. Your strongest Powder's explosion radius is increased by two hexes, has different damage falloff, but deals 60% damage to ALLIES.
Your next shop and every 4 shops will contain all 3-cost champions.
Gain a Dragon's Claw. Champions equipped with a Dragon's Claw gain 100 Health and 10% Durability.