
Ahri
Deal X (AP) magic damage to the current target and X (AP) magic damage to adjacent enemies. Fated Bonus: Gain 30 AP.
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Νέο set: όλα τα units και traits είναι καινούργια.

Deal X (AP) magic damage to the current target and X (AP) magic damage to adjacent enemies. Fated Bonus: Gain 30 AP.

Fire a bullet towards the farthest enemy, dealing X (AD) physical damage to the first enemy hit.

Gain X (AP) Shield for 4 seconds and breathe a cone of fire, dealing X (AP) magic damage, Burning, and Wounding enemies hit for 9 seconds. Burn: Deal 1% of the target's max Health as true damage every second Wound: Reduce healing received by 33%

Deal X (AP) magic damage to adjacent enemies. For the next 4 seconds, attacks deal X (AP) bonus magic damage.

Gain X (AP) Shield for 5 seconds. Garen's next attack deals X (AD) physical damage.

Leap towards the lowest Health enemy within 3 hexes and deal X (AD) physical damage.

Deal X (AP) magic damage to the lowest Health enemy within range. Every 2 casts, gain +1 Attack Range.

For 8 seconds, gain X (AP) Armor and attacks deal X (Armor) magic damage to enemies in a cone.

Gain 95/95/100% Attack Damage and grant X (AP) Attack Speed to self and adjacent allies for 8 seconds.

Passive: Attacks while Shielded deal X (ArmorMR) bonus magic damage. Active: Gain X (ArmorMR) Shield for 5 seconds and deal X (AP) magic damage to the current target. Fated Bonus: Gain 300 Shield at the start of combat.

Passive: Gain 10/12/20 permanent Health for each gold gained from interest. (Total: ) Active: Heal X (AP) Health over 2 seconds. Kobuko's next attack deals X (HP) bonus magic damage. In Hyper Roll, instead gain 60/80/200 permanent Health per Round.

Gain 50 Armor and Magic Resist for 5 seconds. Stun nearby enemies for 1 second and deal X (HPAP) magic damage.

Gain 60 Armor and Magic Resist for the next 2 seconds. Afterwards, deal X (AP) magic damage to adjacent enemies. The current target takes X (AP) magic damage and is Stunned for 1.5 seconds.

20% Shred the current target for 4 seconds and deal X (AP) magic damage to them. Heal X (AP) Health. Shred: Reduce Magic Resist

Grant X (AP) Shield to the 2 lowest Health allies for 4 seconds. Then, deal X (AP) magic damage to the 2 nearest enemies.

Dash away from the current target and deal X (AP) magic damage to them and X (AP) magic damage to the nearest enemy. Fated Bonus: Gain 18% Attack Speed.

Throw a spirit bunny towards the farthest enemy, dealing X (AP) magic damage to enemies along the way, reduced by 30% each time it hits an enemy. The first 2 enemies hit are Stunned for 1.5 seconds.

Hop into the air, reducing damage taken by 30/30/35% and Healing X (AP) Health over 2 seconds. After, slam down and deal X (AP) magic damage to adjacent enemies.

For 4 seconds, attacks deal X (AD) bonus physical damage to the target and X (AD) physical damage to enemies behind them. Qiyana will dash to find the best angle.

Fire a laser 2 Hexes beyond the current target, dealing X (AD) physical damage to enemies hit. Grant 20/25/30% Attack Damage to Senna and allies to the left and right for 4 seconds.

For 4 seconds, reduce damage taken by X (AP) for Shen and X (AP) for adjacent allies. Shen's next 3 attacks deal X (Armor) bonus true damage.

Deal X (AD) physical damage to the current target. Every 3rd cast, instead deal X (AD) physical damage to the current target and enemies adjacent to them, then heal for X (AP) Health.

Throw a spoiled dumpling at the nearest non-poisoned enemy, poisoning them for X (AP) magic damage over 8 seconds.

Sap power from the 2 nearest enemies, gaining 300/360/420 max Health and dealing X (AP) magic damage to them over 3 seconds.

Summon 2 Vine Lashers that attack the nearest enemy 3 times. Their attacks deal X (AP) magic damage and Wound their targets for 6 seconds. Wound: Reduce healing received by 33%

Passive: Gain X% (AP) Attack Damage upon attacking or getting hit, up to 50 times. (Current bonus: %) Active: Fling a boulder at the current target, dealing X (AD) physical damage to targets in a line.

Over the next 3 seconds, heal X (AP) Health per second and cry on adjacent units. Every second, tears heal allies for X (AP) Health and deal X (AP) magic damage to enemies..

20% Sunder the nearest 3 enemies for 7 seconds. Then fire 3 shots at them, dealing X (AD) physical damage each. Fated Bonus: Gain 25% AD. Sunder: Reduce Armor

Rain meteors through the row with the most total enemy Health. Meteors deal X (AP) magic damage split between all enemies hit. Deal X (AP) magic damage to the current target. All enemies hit are 20% Shredded for 6 seconds. Grant 20/25/30% Attack Speed split amongst allies in Alune's row for 5 seconds. Shred: Reduce Magic Resist

For the next X seconds, attacks instead throw 2 Meeps, each dealing X (AD) physical damage and X (AP) magic damage.

Gain X (AP) Shield and summon a tentacle near the current target for 4 seconds. The tentacle slams every second, dealing X (AP) magic damage in a line and healing Illaoi for X (AP) Health.

Passive: Each time your team loses 20% of their total Health, gain 8 Ability Power for the rest of combat. Active: Mana Reave the largest group of enemies within range. Deal X (AP) magic damage to the center enemy and X (AP) magic damage to adjacent enemies. Mana Reave: Increase max Mana by 20% until the next cast

Gain X (HP) Shield for 3 seconds and deal X (AP) magic damage to the current target. If Tahm Kench has more Health than them, deal X (AP) magic damage instead. Otherwise, gain X (AP) more Shield.

Grant X (AP) Shield to Thresh and the lowest Health ally for 4 seconds and deal X (AP) magic damage to enemies adjacent to both. Thresh shares 30/30/35% of his Armor and Magic Resist with the shielded ally for 6 seconds. Fated Bonus: Gain 20 Armor and Magic Resist.

Gain 45/45/50% Attack Damage for 6 seconds. Jump on the current target and deal X (AD) physical damage to adjacent enemies, before bouncing to a safe location.

Empower the next three attacks. The first two heal for X (AP) Health and deal X (AP) bonus magic damage. The final attack deals X (HPAP) magic damage and Stuns the target for 1 second.

Dash in spirit form to the farthest enemy within Hexes for 3 seconds, dealing X (AD) physical damage and Wounding enemies along the way for 5 seconds. While in spirit form, gain X (AP) Shield and 75% Attack Speed. Afterwards, Yone returns to his starting position. Each cast this combat increases his dash range by 1 Hex. Wound: Reduce healing received by 33%

Passive: Kills increase the number of ricochets by 1 for the rest of combat. Active: Fire a missile dealing X (AP) magic damage to the current target. The missile ricochets to the farthest unit within 2 hexes, dealing X (AP) magic damage.

Heal X (AP) Health and create a 1-hex sacred zone around Diana for 4 seconds, taking 30% reduced damage from enemies outside the zone. While the zone is up, Diana's attacks deal X (AP) bonus magic damage.

Passive: Heal X (HP) Health when damaging a Burning enemy. Active: On first cast, hop on Tibbers, gaining X (HP) max Health and Stunning enemies within 2 hexes for 1.5 seconds. Deal X (AP) magic damage, Burn, and Wound enemies within 2 hexes for 8 seconds. Burn: Deal 1% of the target's max Health as true damage every second Wound: Reduce healing received by 33%

Passive: Start with 15 arrows. Gain 1/1/3 every 3 attacks. (Current arrows: ) Active: Fire a volley split between the current target and the 3 closest enemies within range, dealing X (AD) physical damage per stored arrow for a total of (AD) physical damage.

Taunt enemies within 3 hexes and gain X (Armor) Armor and X (MR) Magic Resist for 4/4/2 seconds. Galio is immobile and unstoppable during this time. After, deal X (AP) magic damage to all enemies in range and grant X (AP) Shield to allies in range for 4 seconds. Taunt: enemies that are able and in range must attack the taunter

Fire 20 waves at the current target over 2 seconds, each dealing X (AD) physical damage to the first enemy hit. If an enemy is hit by 10 waves, they take X (AD) damage per wave instead.

On first cast, transform, dealing X (AD) physical damage to nearby enemies. While transformed, gain 30% Critical Strike Chance and critical attacks damage adjacent enemies. If the spin only hits one enemy, the damage is increased by 100%. Subsequent casts deal X (AD) physical damage to units in a line through the target instead.

Kick the target's spirit out of their body, dealing X (ADAS) physical damage, 30% Mana Reaving them, and Stunning them. Enemies hit by the spirit take X (ADAS) physical damage. Gain X (AP) Shield for 3 seconds. Mana Reave: Increase max Mana until the next cast

Hurl an orb towards the current target, dealing X (AP) magic damage to the first enemy hit and adjacent enemies. It continues rolling as a smaller orb, dealing X (AP) magic damage to enemies it hits. Every third cast launches a mega orb at her target that deals X (AP) magic damage and splits into 3/3/5 smaller orbs that roll towards the farthest enemies.

Create a blizzard around a random enemy that deals X (AP) magic damage over 3 seconds and Chills for 1 second. Chill: Reduce Attack Speed by 10%

Gain X (APHP) shield for 4 seconds. Channel and forge unstoppably over 2 seconds, dealing X (AP) magic damage to adjacent enemies over the duration. After, toss an ephemeral Completed item to the nearest ally.

Dash around the target and slam, dealing X (AP) magic damage and healing for X (AP) Health. Then, swipe twice, dealing X (AP) magic damage to nearby enemies.

Passive: Start combat with 7/7/10 butterflies and gain one every 1 casts. Active: Throw all butterflies at the current target, dealing X (AP) magic damage for each butterfly. Fated Bonus: Deal 10% more damage.

Send 3 shockwaves towards the most enemies in a line, dealing X (AP) magic damage and Stunning all enemies hit for 1.75/2/8 seconds.

Create an expanding paint pool around the most units that heals allies within for X (AP) Health every second for 3 seconds. After 3 seconds, it explodes, healing allies within for X (AP) Health and dealing X (AP) magic damage to enemies.

Passive: Attacks send blades that dart between enemies, dealing X (AD) physical damage and 30% Sunder for 5 seconds. Cast every 8 attacks. Active: Command the blades to swiftly strike the three lowest Health enemies, dealing X (AD) physical damage and applying on-hit effects. Irelia converts 25% of bonus attack speed into faster blade movement, and 70% into Attack Damage. Sunder: Reduce Armor

Steep the current target in a teapot, Stunning and dealing X (AP) magic damage over 3/3/15 seconds. If they die, there's a 50% chance that Lissandra turns them into a loot orb. Otherwise, Lissandra throws the teapot at the largest group of enemies, dealing X (AP) magic damage to all enemies hit. (Rewards are doubled in Hyper Roll) If the target is the last enemy remaining, kill them instantly.

Passive: At the start of combat, squat adjacent units in the same row. Permanently gain 2% Attack Damage for each 1000 Health squatted. Gains are doubled in Hyper Roll (Net gains: %) Active: Slam the current target forward, Stunning them and dealing X (AD) physical damage. Deal X (AD) plus 8/12/1000% of the target's maximum health as physical damage to enemies within 2.5 hexes. Fated Bonus: Gain 15% Omnivamp.

Ram Slam: Gain X (AP) Shield for 3/3/10 seconds and charge through the current target, briefly knocking up any enemies he hits. Grab the nearest enemy and slam them into the ground, dealing X (AP) total magic damage to them and adjacent enemies. Tiger Strikes: Gain 60/70/500% Attack Speed and empower Udyr's attacks for the next 6/6/30 seconds to strike 4/4/6 additional times dealing X (AP) bonus magic damage.

Cycle through the following abilities; Throw staff out, dealing X (AD) physical damage to the current target and Stunning them for 1.5/1.5/8 seconds. Spin, dealing X (AD) physical damage to enemies within 1-hex range. Dash to hit the most enemies in a 3-hex line, then slam down staff dealing X (ADAP) physical damage to enemies hit.

Throw 12/12/30 feathers at the 4 closest enemies, each dealing X (AD) physical damage. Then, recall the feathers, dealing X (ADAP) physical damage to enemies they pass through.

Dash into the largest group of enemies and deal X (AP) magic damage to enemies in a 2-hex range. Gain X (AP) Shield for each enemy hit for 2 seconds and reduce their damage by 10% for 4 seconds.

Fire a beam through the current target, dealing X (AP) magic damage to enemies hit. Spawn a Guardian adjacent to the first enemy hit with 1100/1500/8000 Health. The Guardian does not move or attack.

Xayah fires feathers at the nearest enemies, dealing physical damage. Rakan dashes towards the largest clump of units, deals magic damage to and debuffs them, and gains a shield for each enemy hit.
Upon dealing or taking damage 6 times, Ghostly units send 2 spectres to haunt nearby enemies and heal 2% max Health every 2 seconds. Haunted enemies take bonus damage for each spectre on them, and pass spectres on death. (2) 5% per spectre (4) 12% per spectre (6) 20% per spectre (8) 35% per spectre
When you lose a fight, gain Luck. The more fights in a row you lose, the more Luck you get. Lose Luck when you win. (3) Roll a die; in that many player combats, hold a Festival where you may convert your Luck into rewards. (5) Heal 3 player health at the start of each player combat. Each Festival, roll a new die.
Change which Lover takes the field depending on whether they are placed in the front or back 2 rows. When the fielded Lover casts, the other provides a bonus effect. Front: Altruist Rakan Back: Trickshot Xayah
(2) Reapers' Abilities can critically strike and they gain 20% Critical Strike Chance. (4) Additionally, Reapers bleed enemies for 50% bonus true damage over 3 seconds.
Place in the back two rows to get Trickshot, place in the front two rows to get Altruist!
The moon illuminates hexes, Shielding units placed in them at the start of combat. Umbral units in illuminated hexes execute low Health enemies. (2) 200 Shield; 10% Health execute (4) 500 Shield; 18% Health execute. More hexes are illuminated. (6) 1000 Shield and illuminate the whole board (9) Executed enemies have a 100% chance to drop loot; 40% Health execute
Dryads gain Ability Power and 150 Health. Each enemy death grants permanent additional Health. (2) 15 AP; 3 HP per enemy death (4) 30 AP; 7 HP per enemy death (6) 65 AP; 11 HP per enemy death (Total health: HP) (Enemies killed: )
Combat start: Allies in the front 2 rows gain Omnivamp. Allies in the back 2 rows gain Ability Power. (2) 12% Omnivamp, 15 AP (3) 20% Omnivamp, 30 AP (4) 30% Omnivamp, 45 AP (5) 45% Omnivamp, 75 AP
Arcanists gain Ability Power and grant Ability Power to allies. (2) 20 AP to all allies. (4) 45 AP for Arcanists; 20 AP for others (6) 80 AP for Arcanists; 40 AP for others (8) 125 AP for Arcanists; 125 AP for others
Gain unique Inkshadow items. Inkshadow champions gain 5% bonus damage and damage reduction. (3) (5) and 5% more bonus damage and damage reduction (7) and
Altruists heal the lowest Health ally for 15% of damage they deal. Your team gains Armor and Magic Resist. (2) 10 ArmorMR (3) 25 ArmorMR (4) 45 ArmorMR
The Artist paints the champion you place in a special bench slot. Get a 1-star copy of the champion placed there when the Artist's work is complete. Rounds to Complete = Unit Cost
Your team gains 4% bonus damage, plus more based on your level. After combat, store 1 XP in a Soul Core. Sell the Core to claim the XP. (3) 1% damage per level (5) 2.5% damage per level (Current bonus: %). Each game a different set of units is Exalted.
Heavenly units grant unique stats to your team, increased by their star level and each Heavenly unit in play. (2) 100% bonus. (3) 115% bonus. (4) 135% bonus. (5) 165% bonus. (6) 200% bonus. (7) 240% bonus. Kha'Zix - % Malphite - Armor MR Neeko - HP Qiyana - AD % Soraka - AP % Wukong - AS % Emblem - Omnivamp %
After casting, Porcelain champions boil, gaining Attack Speed and taking less damage for 4 seconds. (2) 30% AS; 20% reduced damage (4) 60% AS; 35% reduced damage (6) 125% AS; 60% reduced damage
Duelists gain Attack Speed on each attack, stacking up to 12 times. (2) 5% AS (4) 9% AS (6) 13% AS; Duelists take 12% less damage (8) 18% AS; Duelists take 18% less damage
After 8 seconds of combat, the Dragon strikes the board, dealing true damage to enemies and granting all allies Attack Speed for the rest of combat. (2) 5% HP damage, 12% AS. (3) 10% HP damage, 18% AS. (4) 12% HP damage and Stuns for 1.5 seconds. (5) 18% HP damage, 45% AS.
Your team gains 100 maximum Health. Bruisers gain additional maximum Health. (2) 20% HP (4) 40% HP (6) 65% HP (8) 80% HP; Every 3 seconds, Bruisers deal 6% HP bonus physical damage on their next attack.
Trickshots' abilities ricochet. Each ricochet deals a percentage of the previous bounce's damage. (2) 1 ricochet; 40% of previous damage (4) 2 ricochets; 60% of previous damage
Hover one Fated unit over another to form a pair and unlock a Fated Bonus. Your pair gains 20% HP. (3) Pair gets the Fated Bonus. (5) All Fated champions get 200% of the Fated Bonus (7) All Fated champions get 300% of the Fated Bonus (10) All Fated champions gain 300% of EVERY Fated Bonus
Every 3 seconds, your units gain Mana. (2) 5 Mana to all allies. (4) 20 Mana to Invokers; 5 Mana to others. (6) 35 Mana to Invokers; 20 Mana to others.
Every 3 casts, Wukong grows his weapon, modifying his Abilities.
Innate: Snipers gain 1 Attack Range. Snipers deal more damage to targets farther away. (2) 7% damage per hex. (4) 15% damage per hex. (6) 30% damage per hex. Snipers gain an additional 2 Attack Range.
Mythic champions gain Health, Ability Power, and Attack Damage. After 4 player combats, they become Epic, increasing the bonus by 50%. (3) +8% HP, 12% APAD (5) +18% HP, 22% APAD (7) +25% HP, 35% APAD (10) Instantly become Epic. The bonus is increased by 250% instead.
The first time the Spirit Walker drops below 50% Health, he unleashes the rage within, healing to full Health, gaining increased movement speed, and changing his Ability from Ram Slam to Tiger Strikes.
Wardens take less damage. For the first 10 seconds of combat, they take an additional 15% less damage. (2) 10% less damage (4) 20% less damage (6) 33% less damage
Behemoths gain increased Armor and Magic Resist. Whenever a Behemoth dies, the nearest Behemoth gains 50% more for 5 seconds. (2) 25 ArmorMR (4) 55 ArmorMR (6) 80 ArmorMR
Storyweavers summon a Hero named Kayle and evolve her. Storyweavers gain max Health. (3) Pick a supportive effect. 60 HP (5) Pick a combat effect. 100 HP (7) Pick a combat effect. 150 HP (10) Ascend. 250 HP Each Storyweaver star level increases Kayle's Health and Ability Power. Kayle gets 15% Attack Speed for each game Stage.