
Kog'Maw
For the next 5 seconds, gain 50% Attack Speed and attacks deal X (AD) bonus physical damage.
Attack damage
50→53
THE X
0%

For the next 5 seconds, gain 50% Attack Speed and attacks deal X (AD) bonus physical damage.
Attack damage
50→53

Passive: Gain 1.5 Ability Power each Attack. Active: Throw a card at the current target and next nearest target, dealing X (AP) magic damage. Kingpin bonus: Throw a random special card at the current target that deals X (AP) magic damage.Throw two special cards at two targets that deal X (AP) magic damage: one Red and one Blue. Red card hits enemies in a 1-hex area. Blue card deals 50% of its damage as true damage. Rarely, throw a Yellow card that grants gold.
Ability · T1 bonus damage
265/400/595→245/365/550

Deal X (AP) magic damage to the current target and X (AP) magic damage to adjacent enemies. If Veigar is the same star level as the target, deal 25% true damage. If Veigar is a higher star level, deal 40% true damage.
Ability · Damage
310/400/535→320/420/560

First cast: Every second for the rest of combat, heal X (APHP) Health and deal X (APHP) magic damage to adjacent enemies. Gain X (AP) max Health and 10% Damage Amp.
Starting mana
40→50
Mana
105→100
Ability · AP health
200/250/300→200/270/340

Heal X (AP) Health. Deal X (AP) magic damage the current target and X (AP) to enemies within 1-hex. Reduce their Magic Resist by 15 for the rest of combat.
Armor
45→50
Magic resist
45→50

Passive: Gain X (AP) Omnivamp. Active: Deal X (AD) physical damage to the current target. Then, summon X packmates that deal X (AD) physical damage and X (%i:set14AmpIcon%) Alphas that deal X (AD) physical damage to the current target.
Ability · AD per giga dog
1.75→1.65

Gain X (AP) Shield for 3 seconds and dredge up a missile. When the Shield ends, hurl the missile at the group of most enemies within X () hexes, dealing X (Armor) magic damage to the centermost enemy, and 50% of the damage to enemies adjacent to them.
Mana
80→70
Ability · Resists damage ratio
1.5/2.25/3.5→1.7/2.55/3.85

Fire 4 lasers at the current target and 4 more split between the nearest 2 enemies, each dealing X (AP) magic damage and reducing Magic Resist by 5 for the rest of combat.
Mana
55→50

Throw a paint bomb at the largest group of enemies within X () hexes, dealing X (AP) magic damage to enemies within 1 hex and X (AP) magic damage to the nearest 4 enemies.
Starting mana
25→10
Ability · AP damage
250/375/1500→260/390/1500

Fire 9 waves of bullets towards the largest clump of enemies over 2 seconds. Enemies struck take X (AD) physical damage from the first bullet of each wave, and 25% less from other bullets in the same wave. Kingpin bonus: Fire 3 more waves. Bullets pierce enemies for 33% damage.
Attack damage
50→53

Gain X (APHP) Shield for 4 seconds and create an expanding zone that pops three times, each dealing X (AP) magic damage to enemies hit. The third pop Chills enemies for 3 seconds.
Mana
85→90

Passive: Gain 15% Omnivamp. 150% of overhealing from Retribution's damage is converted to bonus true damage to its primary target. Active: Send a shadow to the target, dealing X (AP) magic damage to all enemies it passes through. The shadow then explodes, dealing X (AP) magic damage to the target and X (AP) to enemies within 1 hex.
Ability · Damage
190/285/1100→180/270/1100
Ability · Overheal conversion
1.8→1.5

Dash to a nearby location so quickly an untargetable echo lingers. The echo Attacks (ADAS) as if it were Zeri, but deals 40/40/200% damage. Echoes last X (AP) seconds, and disappear when Zeri dies.
Attack speed
0.75→0.8

Deal X (ADAP) physical damage to enemies within 2 hexes and Burn, and Wound them for 5 seconds. Gain 400/650/30000 max Health. First Cast: Enter frenzy mode where attacks strike twice, dealing X (AD) total physical damage and can dash to new targets. Second Cast: Frenzy mode now strikes thrice, dealing X (AD) total physical damage. Cannot cast again.
Mana
150→140
Ability · Max health gain
400/550/30000→400/650/30000
Ability · Spell base damage
30/40/500→260/400/1000
Ability · AD spell ratio
3/3/30→1/1/30
Ability · First cast AD ratio
0.875/0.875/5→0.9/0.9/5
Ability · Second cast AD ratio
0.9/0.9/6.667→1/1/6.667

Passive: Attacks deal X (AP) bonus magic damage, and 50% in a one hex radius. At 50/50/90% Health, trigger 'Phase 2', then enrage for the rest of the fight, gaining 125% Attack Speed, 30/30/100% Omnivamp, and increasing the bonus magic damage by 33%. Phase 2: Gain X (HP) Shield for 4/4/60 seconds. Pick up a nearby enemy, knocking up all enemies within 2 hexes for 1.5 seconds. Then, slam down, dealing X (AP) magic damage to the target and X (AP) magic damage to all other enemies hit.
Ability · Shield duration
4→4/4/60
Divinicorp champions grant unique stats to your team, increased for each Divinicorp in play. Divinicorp champions gain double. (1) 100% bonus. (2) 110% bonus. (3) 125% bonus. (4) 140% bonus. (5) 165% bonus. (6) 190% bonus. (7) 210% bonus. Morgana - AP % Rhaast - Armor MR Senna - AD % Gragas - HP Vex - % Renekton - AS % Emblem - Omnivamp %
Divinicorp bonus
1/1.1/1.25/1.4/1.6/1.8/2→1/1.1/1.25/1.4/1.65/1.9/2.1
Allies in painted hexes gain Health, Ability Power, and Attack Damage. Some hexes are Signature hexes and grant 50% more. Street Demons double all bonuses. (3) +6% HP, 6 AP, 6% AD (5) +10% HP, 10 AP, 10% AD (7) +16% HP, 16 AP, 16% AD (10) +45% HP, 45 AP, 45% AD Paint the town!
ADAP
6/10/17/45→6/10/16/45
HP
0.06/0.1/0.17/0.45→0.06/0.1/0.16/0.45
A.M.P. champions upgrade their abilities in unique ways with Amp (%i:set14AmpIcon%). They also gain Health. (2) 1 %i:set14AmpIcon%, 100 HP (3) 2 %i:set14AmpIcon%, 200 HP (4) 4 %i:set14AmpIcon%, 300 HP (5) 5 %i:set14AmpIcon%, 600 HP
HP amt
100/200/400/600→100/200/300/600
Supercharge amount
1/2/3/5→1/2/4/5
At each tier, pick a weapon that a random Anima Squad champion fires periodically during combat. Anima Squad champions gain Armor, Magic Resist, and Damage Amp. (3) 10 ArmorMR, 5% Durability, (5) 25 ArmorMR, 10% Durability, (7) 40 ArmorMR, 15% Durability, (10) 75 ArmorMR, 25% Durability, Weapons scale with Anima Squad star level and stage.
Resists
10/25/35/75→10/25/40/75
Vanguards gain 12% Durability while Shielded. Combat start and 50% Health: Gain a max Health Shield for 10 seconds. (2) 16% max Health (4) 32% max Health (6) 40% max Health; 18% Damage reduction while Shielded
Damage reduction pct
0.1→0.12
Enhanced durability
0.16→0.18
Your team gains 10 Armor and Magic Resist. Bastions gain more. For the first 10 seconds of combat, Bastions increase their bonus by 100%. (2) 18 ArmorMR (4) 40 ArmorMR (6) 75 ArmorMR Non-Bastions gain an additional 30 ArmorMR.
Bonus armor
18/40/70→18/40/75
Bonus MR
18/40/70→18/40/75
Marksmen gain Attack Damage. After 8 seconds of combat, they increase their bonus by 100%. (2) 18% AD (4) 35% AD. After 8 seconds, gain 25% AD every 6 seconds.
Repeat bonus
0.2→0.25
Golden Ox gain Damage Amp and have a chance to drop gold on kill. If you spend gold on rerolls or XP in a single turn, permanently increase their Damage Amp and the gold required for the next bonus. Rerolls count double towards gold spent. (Golden Ox must have fought last round) (2) 12% Durability, 20% gold (4) 24% Durability, 60% gold (6) 26% Durability, 100% loot, 7% chance loot is a component Current Bonus: % Durability
Damage amp
0.12/0.22/0.25→0.12/0.24/0.26
Techies gain Ability Power. Enemies hit by their abilities deal 10% less damage for 3 seconds. (2) 20 AP (4) 50 AP (6) 90 AP (8) 130 AP Enemies hit deal 18% less damage.
AP bonus
20/50/85/125→20/50/90/130
Every 3 seconds, your team gains Mana. Dynamos gain 100% more. (2) 5 Mana (3) 7 Mana (4) 11 Mana
Mana
4/7/10→5/7/11
Gain Intel by losing combat, increased for loss streaks. Gain a small amount for killing enemies. You may trade your Intel for loot one time on round X-X, X-X, X-X, X-X, or X-X. After trading Intel, Cypher champions gain Attack Damage and Ability Power. (3) 1x Intel, 30% ADAP (4) 1.5x Intel, 50% ADAP (5) 2x Intel, 70% ADAP
Ability power
30/45/65→30/50/70
Attack damage
0.3/0.45/0.65→0.3/0.5/0.7
Gain 5 gold. (Awarded after all players make their decision.)

Η περιγραφή άλλαξε · παλιό νέο
GolemEquipped thatwith cana generaterandom gold.assortment of powerful items.
(Comes with Gambler'sa Blade,random Mogul'sEmblem, Mail,Artifact, and GoldRadiant Collector)Item)
+20 Magic Resist The holder gains the Slayer trait. Healing received is increased by 33%.
healamp
0.25→0.33
+10% Attack Damage The holder gains the Marksman trait. Dealing physical damage to an enemy reduces their Armor by 3.
Armor per damage
2→3
+20 Armor The holder gains the Bastion trait. Gain 20% of Armor and Magic Resistance as Ability Power.
Resist conversion to AP ratio
0.1→0.2
+10% Attack Damage · +10 AP · +10% Attack Speed · +5 Mana After casting the first time in combat, gain 120 Mana over 5 seconds. [Unique - only 1 per champion]
AD
0.15→0.1
AS
15→10
Mana
15→5
Marksmen execute enemies under 10% Health. Every time a Marksman executes, all Marksman gain 4% Attack Speed. Gain a Jhin and a Kindred.
Execution percent
0.12→0.1
Η περιγραφή άλλαξε · παλιό νέο
Cyberbosses increase their score when they deal damage. When they reach the next high score,theyscore gain 1.5%AttackSpeedandbonus loot. Gain a Veigar and a Poppy.
Η περιγραφή άλλαξε · παλιό νέο
Every 5 rounds with Strategist active, bet whether you'll win more or lose more. IfAfter you'rethose correct,rounds, gain 28 goldgold. andIf ayou're randomcorrect, gain a completed item.item Gain a LeBlanc and an Ekko.Anvil. Gain a Yuumi and an Ekko.
Gold reward
2→8
Gain a Blue Buff. Your units gain 5 Ability Power. After casting their Ability, gain 5 Mana.
Bonus AP
15→5
Gain a Titan's Resolve and another after 2 player combats. Your Titan's Resolves can continue stacking to 50 instead of 25. The total resist bonus is increased by 80%.
Resist increase
0.5→0.8
Gain a Titan's Resolve and another after 1 player combats. Your Titan's Resolves can continue stacking to 50 instead of 25. The total resist bonus is increased by 80%.
Resist increase
0.5→0.8
Your team gains 4% Damage Amp and 1% Durability for each Bronze-tier trait. Damage Amp Bonus: % Durability Bonus: %
Damage amp bonus
0.035→0.04
Η περιγραφή άλλαξε · παλιό νέο
WhenEvery 2 times you rerollpurchase youra Shop,shop reroll, gain 23 XP. Gain 1 gold.gold now.
XP
2→3
Η περιγραφή άλλαξε · παλιό νέο
Gain a random emblem. Now and at the start of each stage, gain a 1-star champion of that trait with a cost equal to the Stage (max 5).5) and 3 gold.
Each time an ally dies, allies that share at least one trait with them gain 5 Ability Power, 5% Attack Damage, 5 Armor, and 5 Magic Resist.
Bonus AD
0.06→0.05
Bonus AP
6→5
Bonus armor
6→5
Bonus MR
6→5
Champions restore 5% of their max Health every 4 seconds. Increase the healing by 0.5% for every 10 missing player Health.
Base regen bonus
0.06→0.05
Champions appear in your Shop as if you were 1 level higher. Gain 12 gold.
Gold
6→12
Your team gains 3.5% Damage Amp for each Bronze-tier trait. Damage Amp Bonus: %
Damage amp bonus
0.03→0.035
Gain an Ionic Spark. Your Ionic Sparks have +3 hex radius and do 15% more damage.
effectincrease
0.25→0.15
Champions on your bench permanently gain 45 Health, 3% Attack Damage, and 3 Ability Power every round. Champions start with 1 stack of this effect, and can stack up to 4 times.
HP bonus
35→45
When you level up, gain a number of free shop refreshes equal to your level+1. Gain 2 gold.
Gold
4→2
Champions on your bench permanently gain 30 Health, 2% Attack Damage, and 2 Ability Power every round. Champions start with 1 stack of this effect, and can stack up to 4 times.
HP bonus
20→30
Lose all champions on your board and bench. Gain a Golem with 60% of their combined Health and 50% of their combined Attack Damage. The Golem gains 1000 Health per stage.
AD percent
60→50
Health percent
70→60
Allies that start combat next to exactly 1 other ally gain 300 Health. When that champion dies, the other gains a 18% max Health Shield for 10 seconds.
Health bonus
330→300
If your team has exactly 2 four-cost champions, they each gain 374 Health and 24.4% Attack Speed. Gain a random 4-cost.
Health
404→374
You can see who you will fight next. Gain 2 Training Dummies, each equipped with a Zephyr or Shroud of Stillness.