
Aatrox
Heal X (APHP) and deal X (ADAP) physical damage to the current target. Healing and damage are increased by up to 100% based on Aatrox's mising health.
THE X
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Νέο set: όλα τα units και traits είναι καινούργια.

Heal X (APHP) and deal X (ADAP) physical damage to the current target. Healing and damage are increased by up to 100% based on Aatrox's mising health.

Fire a blast at the current target, dealing X (AP) magic damage and X (AD) physical damage. Potential (%i:set14AmpIcon%):

Heal X (HPAP) and deal X (HPAD) physical damage to the target. Potential (%i:set14AmpIcon%):

Hurl a spear at the farthest enemy, dealing X (AD) physical damage to the first enemy hit. If the enemy dies the spear continues, dealing overkill damage to the next enemy hit.

Passive: Attacks deal X (AP) bonus magic damage. Gain additional power based on your Tactician level. Level 6: Every 3rd attack launches a wave that deals X (AP) magic damage and 20% shreds enemies for 3 seconds. Level 9: Every attack launches a wave. Waves travel farther. Shred: Reduce Magic Resist

Heal X (HPAP), then deal X (AP) magic damage to the 2 nearest enemies and Stun them for 1 seconds.

Passive: Gain 20 Armor for each item equipped. Active: Deal X (ArmorAP) physical damage to enemies in a cone.

Gain X (AP) shield for 2 seconds, then deal X (AD) physical damage to the target.

Deal X (AP) magic damage in a short line through the target, then reduce damage taken by X (AP) for 4 seconds.

Deal X (AP) magic damage to the target and reduces their Magic Resist by 10.

Heal X (AP) and deal X (APHP) magic damage to enemies within a 1-hex radius.

Fire 4 shots towards the target. Each deals X (AP) magic damage to the first enemy hit. For each miss, restore 10 mana.

Passive: Gain X (AP) Attack Speed for each attack against the same target, up to X (AP). Active: For 6 seconds, gain 90% Attack Damage and grant two nearby allies 20/25/35% Attack Damage, prioritizing Attack champions.

Launch a returning blade 2-hexes through the current target. It deals X (ADAP) physical damage to enemies hit, reduced by 40% per hit.

Grant X (AP) shield to the 2 lowest Health allies for 4 seconds and fire 4 butterflies dealing X (AP) magic damage split between the 2 closest enemies.

Passive: Attack Speed is always 0.75/0.75/0.85. Convert 1% bonus Attack Speed into 0.8% Attack Damage. Every fourth attack is enhanced to deal X (AD) physical damage.

Passive: Kills grant 1% permanent Attack Damage (+% AD). Active: Fire 8 missiles divided between the target and nearby enemies. Each missile deals X (ADAP) physical damage.

Blink to the enemy with the lowest health within 2 hexes and deal X (AP) magic damage to enemies in a 1-hex radius. Potential (%i:set14AmpIcon%):

Gain X (AP) Shield for 3 seconds. The next attack deals X (ADHP) bonus physical damage and Stuns for 1.75 seconds.

Fire an energy ball towards the largest group of enemies containing the target. On arrival, 20% shred enemies in a 1-hex radius for 5 seconds and deal X (AP) magic damage split between them plus X (AP) magic damage to each.

Heal X (AP) and deal X (AP) magic damage to the 3 closest enemies. Potential (%i:set14AmpIcon%):

Gain X (AP) attack speed for 3 attacks. These attacks deal X (AD) bonus physical damage to the target and 2 nearby enemies

Heal X (AP), deal X (AD) physical damage to enemies in a 2-hex radius, and mark the current target. For 3 seconds, take 40% reduced damage from unmarked enemies.

Deal X (AD) physical damage to the lowest health enemy within X () hexes. If the target dies, X% AP chance to gain 1 gold. Gold Earned:

Passive: Every 7 seconds the next attack deals X (ADHP) bonus physical damage. Active: Gain X (AP) maximum health over 1.5 seconds and immediately trigger the passive.

Passive: Gain 2 ArmorMR for each component equipped to your team. Active: Heal X (AP), deal X (AD) physical damage in a 1-hex radius centered on the target, and 20% Sunder enemies hit for 4 seconds. Sunder: Reduce Armor

Shield X (AP) for 4 seconds. The next 3 attacks deal X (MR) bonus true damage.

Deal X (AP) magic damage to the current target, increased up to 50% based on the target's missing health. If the target dies, deal 55% of overkill damage split between the 2 closest enemies, plus X (AP) magic damage per target.

Fire a bullet at the farthest enemy, dealing X (ADAP) physical damage to the first target hit. The bullet bounces to a nearby enemy, dealing X (AD) physical damage. Potential (%i:set14AmpIcon%):

Heal X (AP), then deal X (AD) physical damage to the current target, increased by 60% against Tanks. If the target dies, immediately recast dealing 75% damage.

Deal X (ADAP) physical damage to enemies in a 1-hex radius centered on the target. Potential (%i:set14AmpIcon%):

Field Lulu to choose a monster to train! Each monster has unique abilities.

Infect the closest 1 uninfected targets, dealing X (AP) magic damage over 15 seconds. If an infected target dies, the infection spreads to the nearest uninfected target for any remaining time. If all enemies are infected, this effect can stack.

Gain X (HPAP) max Health, then deal X (AP) magic damage every second to enemies in a 2-hex radius. Subsequent casts heal X (HPAP) and increase the damage by X (AP).

Make 3 rapid attacks. Each heals Udyr for X (AP) and deals X (AD) additional damage to enemies in a 1-hex radius.

Passive: Attacks deal X (ADAP) magic damage. Active: The next three attacks unleash a devastating combo. Pommel Bash: Deal X (AP) magic damage. Rising Slash: Deal X (AP) magic damage and briefly Stun the target. Falling Slash: Deal X (AP) magic damage.

Deal X (AD) physical damage to the 3 closest enemies.

Passive: Attacks are bouncing bombs that deal X (APAD) magic damage to the first enemy hit. Active: Deal X (AP) magic damage in a 1-hex radius centered on the target.

Passive: Gain 1 AP per Monster Trainer level ( AP). Attacks deal X (AP) bonus magic damage. Active: The next attack deals X (AP) bonus magic damage to the target and the 2 closest enemies, then 30% Shred and Sunder them for 4 seconds. Level 15: On-cast, gain 12% Attack Speed for the rest of combat. Level 30: Gain infinite range and increase Attack Speed bonuses by 15%. Max Attack Speed is now 6. Shred: Reduce Magic Resist Sunder: Reduce Armor

Passive: Gain 1% AD per Monster Trainer level (% AD). Damage Burns and Wounds for 5 seconds. Active: Deal X (AD) physical damage to the target, and X (AP) magic damage to the 3 nearest targets. Level 15: Every 2 casts, fire a second blast at the next closest enemy, dealing 75% damage. Level 30: Ignore 60% of the target's Armor. Reduce max mana by 10.

Over 1 second, deal X (ADAP) physical damage in a line through the current target. Enemies after the first take X (ADAP) instead. When no targets are left, regain mana based on the time remaining.

Passive: Gain 1 ArmorMR per Monster Trainer level ( ArmorMR). Active: Gain X (AP) Shield for 4 seconds. When it breaks, deal X (ArmorMR) magic damage to the nearest 3 enemies and Stun them for 1 second. Level 15: On cast, leap to the largest group within 2 hexes and Taunt enemies. Gain X (AP) max Health per enemy Taunted. Level 30: Gain an additional 1 Armor Armor and MR Magic Resist per Trainer level. Increase the Stun to 1.5 seconds.

Gain 35/35/40% Durability and heal X (AP) over 2 seconds, then deal X (AP) magic damage to enemies in a 2-hex radius.

Mark the farthest unmarked target within 4 hexes, then dash through all marked enemies in order. Each dash deals X (AP) magic damage to its target and X (AP) magic damage to other enemies hit. If only one enemy remains, dash 3 times instead

The next 8 attacks fire bonus arrows dealing X (ADAPAS) total physical damage split between the target and up to two random enemies within 2 hexes.

Gain X (APHP) Shield for 4 seconds, then slam into a group of enemies, dealing X (AP) magic damage to enemies within a 2 hex radius and Stunning them for 1.5/1.75/8 seconds.

Passive: Attacks grant X% (AP) stacking Attack Speed, up to X% (AP). Critical strikes instead grant X% (AP). Active: Deal X (AD) physical damage to the target and X (AD) physical damage split across a 2-hex radius centered on the target.

Passive (ALL OUT): On first death instead heal to full, gain 125/125/300% Attack Speed, convert 50% of Armor and Magic Resist into Attack Damage, and set max mana to 30. Then dash through the target and briefly Stun them. While ALL OUT, lose 6/6/0% Health each second and heal X (HP) on kill. Active: Gain X (AP) Durability for 3 seconds, then deal X (ArmorMR) physical damage to the target. Active (ALL OUT): . Deal X (AD) physical damage to the target.

Shield for X (AP) for 4 seconds and deal X (ArmorMR) magic damage to enemies in a 2-hex radius. Potential (%i:set14AmpIcon%):

Gain X (AP) Shield for 4 seconds. When it breaks, deal X (HPAD) physical damage to the target and X (HPAD) physical damage to other enemies in a 1-hex radius centered on the target. The target is Stunned for 0.5/0.5/8-X seconds based on how long the shield held, and other enemies are briefly Stunned.

Deal X (AP) magic damage to the target over 3 seconds. Enemies in a 1-hex radius around the target take X (AP) over the same duration.

Passive: After casting, gain 1 Style and @VampBonus*100%@% Omnivamp, up of 4 stacks. At max stacks, the next cast is Inner Arsenal Unleashed. Soul Shot: Deal X (AD) physical damage to the target and dash a short distance. Inner Arsenal Unleashed: Double the passive bonus and leap to a nearby group of enemies, dealing X (ADAP) to all enemies in a 2-hex radius. Reset your Style to 0.

Over a short duration, heal X (HPAP) and deal X (AD) physical damage to the target. Then, deal X (HPAD) physical damage in a cone. Enemies in the center line take X more physical damage, increased based on healing received this combat.

Launch X pages dealing X (AP) magic damage each, split between the target and enemies within 2 hexes. Each subsequent cast launches 5 more pages. Potential (%i:set14AmpIcon%):

Passive: Every 4th attack deals X (AD) physical damage in a 1-hex radius centered on the target. When changing targets, immediately slam for 150% damage. Active: For 5 seconds gain X Attack Speed, X% (AP) Omnivamp, and crowd control immunity.

Fire an energy disc that deals X (AP) total magic damage in a 1-hex radius centered on the target.

Stun the target and spin them around for 1.5 seconds, dealing X (AD) physical damage to the target and X (AD) to other enemies in a 2-hex radius. Then throw the target forward, dealing X (AD) in a 1-hex area around the target. If the target drops below X (AP) health, throw them off the board instead.

Passive: Attacks deal X (AP) magic damage in a cone. Every 3rd cast is Rip the Threads. Soul Stitch: Fire 3 needles through the board, dealing X (AP) magic damage to enemies hit and leaving threads behind. Rip The Threads: Deal X (AP) split between all enemies and X (AP) bonus magic damage to each. Enemies near at least one thread take 10% more damage.

Field Lee Sin to choose a stance. Each stance has a unique ability, and grants Lee Sin a bonus trait.

Passive: Ultimate Friendship Bomb's damage scales on Power of Friendship, which is based on all of your team's bonus stats (ADAPArmorMRASHP). Stats on Seraphine contribute more. Active: Fire a friendship bomb towards the largest group of enemies within X () hexes, dealing (Power of Friendship) magic damage in a 2-hex radius.

Passive: Gain mana when units die. Enemies grant 5, allies 3. Active: Fire X (AS) piercing arrows per second at random enemies until Varus is out of mana. Each arrow costs 12/12/6 mana and deals X (ADAP) physical damage, reduced by 35% per hit.

Passive: Attacks grant 4/4/25% stacking Attack Speed and Movement Speed, and alternate between dealing X (AD) bonus true damage and X (AP) bonus magic damage. Active: Send an echo towards the two furthest enemies, dealing X (AD) physical damage and briefly Stunning enemies hit.

Passive: Attacks bounce between 3 enemies, dealing X (AP) bonus magic damage and marking enemies hit. Attacks deal 30% reduced damage per hit. Active: Deal X (AD) physical damage to the 4/4/20 closest enemies, and detonate their marks for X (AP) magic damage each.

Summon 4/4/20 untargetable Thornspitters that deal X (AP) per attack and attack 4 times. Non-plant allies gain X (AP) Attack Speed decaying over 4 seconds.
Executioners gain Critical Strike Chance and Critical Strike Damage. Their Ability can critically strike. (2) 25% ; 10% (3) 35% ; 12% (4) 50% ; 18% (5) 55% ; 28%
(1) Gain 200 Health and +40% Potential %i:set14AmpIcon% (2) Gain 1 XP per round, and another 1 for each surviving Star Student.
Gain X% Attack Speed. On takedown, generate a Cinder. Grant your team X% bonus AS for every X Cinders. (Cinders: ; Team AS: %)
Gain 300 Health and immunity to crowd control. Charge to new targets, Stunning enemies passed through for 1 seconds.
When you field Lee Sin, choose between Duelist Stance, Executioner Stance, and Juggernaut Stance! Each stance has a unique ability, and grants Lee Sin the associated trait.
Gain X% Ability Power. All other sources of Ability Power give X% more.
At combat start, gain 50 Mana and give 25 Mana to all allies in a line in front of this champion.
Edgelords gain Omnivamp and Attack Damage. While attacking enemies under 50% Health, they gain 40% Attack Speed. (2) 10% Omnivamp, 15% AD (4) 12% Omnivamp, 35% AD (6) 15% Omnivamp, 50% AD
Kills and losses during player combats earn Gem Power. Every 4 player combats choose to convert Gem Power into rewards or Double Down. While Double Down is active losses grant 100% more Gem Power, but wins lose 50% Gem Power and cash out immediately. Gem Power gains increase at stages 3 and 4. (3) per kill; per loss (5) AND every kills, gain bonus loot and reroll a new kill number. (Kills: ) (7) 150% rewards. Crystal Gambit units gain 500 HP and 35% Durability .
When granting or receiving shields, add 150% of the shield's value as bonus physical damage on the next attack.
At combat start gain 35 permanent Health. Every 10 seconds this champion survives, gain 10 additional permanent Health. (Current: HP)
If this champion has no active traits, gain X-X Health and X-X% Attack Speed (based on current Stage).
Take up two unit slots. Gain Health, Durability, and Damage Amp. (1) 1000 HP; 20% Damage reduction; 10% Durability. (2) 1400 HP; 25% Damage reduction; 30% Durability.
Gain X% of The Mighty Mech's Attack Damage and Ability Power, and X% of its Health.
Gain 12% Attack Damage, and permanently gain 1% every 2 takedowns. (Current: % AD)
At combat start go ALL OUT, gaining 20% Damage Reduction and 50% Attack Damage. Health no longer decays while ALL OUT.
Attacking 85 times grants gold. This gold value increases by 1 each time it activates. (Attacks: / 85)
Heal X% max Health every X seconds. Gain 10% increased healing from all sources.
Gain X% Omnivamp and immunity to crowd control for the first X seconds of combat.
Gain 10% Attack Speed. On takedown, gain +1 Attack Range.
Damage dealt by Yone and Yasuo bleeds enemies for 20% of damage dealt over 2 seconds.
Gain X% Damage Amp per player level. At level 10 gain an additional X% Damage Amp.
Gain 2 packmates that deal 15% (AD) physical damage. When Naafiri uses her Ability, packmates dash to the lowest Health enemy within 2 hexes.
On cast, fire an additional orb that deals 6% damage to a random enemy. Subsequent casts add an additional orb.
Attacks and Abilities execute enemies below 10% Health. Kills have a 25% chance to drop a gold.
Snipers gain Damage Amp, increased against targets farther away. (2) 13% Durability; +3% Durability per hex (3) 16% Durability; +5% Durability per hex (4) 22% Durability; +7% Durability per hex (5) 25% Durability; +10% Durability per hex
Star Guardians have a unique Teamwork bonus that is granted to all Star Guardians. Every Star Guardian fielded increases the bonus! Prismatic: Field 8, then spend 20000 mana. Prismatic: Spend 20000 mana () THE STARS AWAKEN. Rell: Gain shieldRell: Gain shields Syndra: Gain Ability Power every 3 secondsSyndra: Gain Ability Power Xayah: Every 3rd attack deals (increases per stage) magic damageXayah: Magic damage on attack Ahri: After casting, gain Mana over 2 secondsAhri: On cast, gain Mana Neeko: +% healing and shieldingNeeko: Increase heals & shields Poppy: At 40% Health, heal % HPPoppy: Heal at low Health Jinx: +% Attack Speed. +% AS after takedowns, decaying over 3sJinx: Gain Attack Speed Seraphine: Gain ArmorMRHP and % ADASSeraphine: Gain every stat Emblem: Increase bonuses by 10%!Emblem: Increase other bonuses
Cast Abilities twice, but deal X% less total damage.
Every 2 seconds, Burn and Wound the closest non-Burning enemy for 10 seconds. Deal 10% more damage to Burning enemies.
Set Attack Speed to X. Convert X% Attack Speed to X% Attack Damage. Attacks deal X% more damage and grant X more Mana.
Combat Start: Ryze is frozen for the first 3 seconds of combat. His Ability 20% Chills enemies for 4 seconds, and deals 20% bonus damage to enemies adjacent to the target.
Gain X% Damage Reduction. For every 3 rerolls you spend gold on, gain X% permanent Damage Amp. (Current: % Durability)
If this champion survives a player combat, gain 2 gold.
Gain X% max Health and grow larger. After X seconds, Stun all enemies for 1.5 seconds.
(1) Gain X Health, X% Attack Damage, and X% Ability Power for each Fighter or Assassin fielded. (1) Increased to X HP, X% AD, and X% AP.
Damage this champion deals contributes 75% more towards launching rockets from The Crew's ship.
Gain 10 Weights. At 1+, move and attack 50% slower. Player victories drop 1 Weights, 2 on a loss. At 0, move faster and gain 60% Attack Speed and 18% Damage Reduction. (Weights Left: )
Your team gains 100 Health. Heavyweights gain additional bonus Health, and Attack Damage equal to a percentage of their Health. (2) 20% HP | 0.2% HP to AD (4) 40% HP | 0.4% HP to AD (6) 55% HP | 0.6% HP to AD
Gain 40 Armor. Enemies attacking this champion take 25 + 5 per stage physical damage. (1 second cooldown per attacker)
Takedowns grant 90% Attack Speed that rapidly decays over 3 seconds.
Crew champions gain 5% Health and Attack Speed for each Crew member fielded. Every 3-star Crew champion grants an additional bonus. (1x %i:3StarEnabled%%i:3StarDisabled%): +1 XP per paid reroll, and Crew unit odds never drop with player level. (2x %i:3StarEnabled%%i:3StarDisabled%): +1 free reroll / round. (3x %i:3StarEnabled%%i:3StarDisabled%): Deal 280 damage to fire a rocket dealing 105. (4x %i:3StarEnabled%%i:3StarDisabled%): Fire rockets 2.5% more often per player level. (5x %i:3StarEnabled%%i:3StarDisabled%): Fire the Planet Cracker.
(1) Pilot the Mech, granting it your stats: 50% HP, 100% ADAPAS. Eject when at 50%. (2) The Mech benefits from the pilots' traits.
Gain Attack Speed. At combat start, disable the opposite enemy for 3 seconds. (1) 15% AS. (2) 25% AS. Disable two enemies.
Damage 30% Shreds and Sunders enemies for 6 seconds. Deal 8% increased damage against Shredded and Sundered enemies.
On cast, gain stacking Attack Damage equal to 40% of Mana spent.
Abilities target the lowest Health enemy in range instead. Gain X Mana Regen.
Store 10% max Health at combat start and 2% more every second. On death, deal the stored Health as magic damage in a large radius.
Gain X% Durability. Heal for X% of damage dealt by all other allies.
If this champion is the only Soul Fighter fielded, it gains the benefits of Soul Fighter (4).
If this champion starts combat alone in its row, gain X% Health.
The Cell who dealt the most damage last combat is Supreme. When the Supreme Cell dies, the Cell with the highest current damage becomes Supreme. Cells gain Damage Amp. The Supreme Cell gains more and executes enemies under 10% Health. (2) 8% Durability | 12% Durability (3) 18% Durability | 30% Durability (4) 28% Durability | 50% Durability. Gain a second Supreme
On death, summon a Training Dummy equipped with the same items. It has X% of this unit's health.
At the start of each round, gain a random permanent stat bonus. Current: + AD, + AP, +% AS, + Armor, + MR, + HP, + Mana
Gain 8% Attack Speed, and permanently gain 1% every 3 takedowns. (Current: % AS)
Attacks and Abilities ignore 40% of enemy's Magic Resistance.
Soul Fighters gain bonus Health, and gain Attack Damage and Ability Power every second up to 8 stacks. At max stacks deal bonus true damage. Prismatic: Field 8, then win 10 combats. Prismatic: Defeat 10 players in combat. () MAXIMUM SOUL POWER. (2) 120 HP, 1% ADAP, +10% damage (4) 240 HP, 2% ADAP, +16% damage (6) 450 HP, 3% ADAP, +22% damage (8) 650 HP, 4% ADAP, +28% damage
Attacks deal 20% of Basic Attack Damage as physical damage to enemies within attack range of the target.
(X) When fielding 2+ copies of this unit, grant both X% of a stat based on Role. At 3-Star, gain a 2-Star copy. (X) X% bonus stats.
Gain 20% Attack Damage and Ability Power. Each takedown, don a hat that grants 0.5% of each. On death, lose 50% of your hats. (Current Hats: )
Your team gains 4% Damage Amp, increased by X% for each 3-Star on your team. This champion gains 200% of the bonus.
Gain 20% Ability Power, and permanently gain 1% every 2 takedowns. (Current: % AP)
Ascend an additional time at levels 7 and 10. Level 7: Gain 5% Ability Power every 3 attacks. Level 10: Launch 2 additional waves that deal 55% damage.
Gain 20 Armor and Magic Resistance. At combat start allies in the back row gain 1% Attack Speed for every 30 combined Armor and MR this champion has.
When switching targets, blink to the next target. The next attack deals X% more as magic damage.
Start combat with full Mana.
The Champ's victories against players grant 2 Poro-fans! On loss Poro-fans prevent 1 Tactician damage each, then you lose 75% of your fans. Poro Fanbase:
Your Monster has +15 Monster Trainer levels.
Gain 15% Attack Speed and 10% Ability Power. After 15 and 66 attacks, this amount doubles. (Attacks: )
After round 5-2 if this champion is 3-star, become 4-star at combat start.
This champion's last-listed trait is X% more effective on them.
Gain an additional plant. Plants deal 20% less damage and have 30% less Health.
The first attack on each enemy deals X% (AD) physical damage and Stuns for X seconds.
Sorcerers gain bonus Ability Power. When an enemy dies after being damaged by a Sorcerer, they deal a percentage of that enemy's maximum Health to another enemy. (2) 20 AP; 8% max HP (4) 50 AP; 10% max HP (6) 90 AP; 12% max HP to 2 enemies
Fire 2 bonus needles with every 1st and 2nd cast that deal 50% damage.
Gain X Health and X% Attack Damage. Each round, you may pay X player health for X HP and X AD. (Total: HP AD)
Fire X% more projectiles with abilities.
Gain X% Damage Amp and X% Damage Reduction, increased by X% Durability and X% Damage reduction for each eliminated player.
When taking damage, gain X Armor or X Magic Resistance based on the damage type, up to X total resists.
Abilities deal 60% bonus damage as true damage over 4 seconds.
On cast spawn 2 fairies that each deal X-X (based on Stage) magic damage to the target over the next X seconds.
Choose which monster Lulu summons to replace her in combat! It gains XP after each combat and bonus XP for each takedown it participates in. When your Monster levels up, it gains 1% Health. At level 15 and 30 its spell evolves! Monster: Level XP To Next Level: /
Juggernauts gain Durability, increased above 50% health. When a Juggernaut dies, other Juggernauts heal for 10% of their max Health. (2) 15% or 25% Damage reduction (4) 20% or 30% Damage reduction (6) 25% or 35% Damage reduction
Gain 1/1/8 placeable plants, based on Zyra's star level. Plants in the front two rows grow into durable Grasping Roots, while plants in the back two rows grow into Deadly Spines. Rosemother plants benefit from Zyra's Ability Power and Attack Speed. When Zyra casts, her plant restores 35% Health and gains 35% Attack Speed for the rest of combat. If the plant is dead, she revives it instead.
Abilities can Critically Strike. Every X seconds, gain X% Critical Strike Chance.
Ability damage Stuns for X second.
(1) Summon a storm that echoes 25% of damage dealt as magic damage. (2) Both champions contribute damage. The storm is bigger.
Gain Attack Speed equal to 3% maximum Health. Attacks grant 2 bonus Mana.
After X seconds, if still alive, deal X% of damage taken this combat as magic damage to all enemies.
Create a perfect copy of this champion with the same items equipped that deals X% damage.
(X) If alive at X and X seconds, kill the enemy with the most Health (X) At X and X seconds instead.
Lucian's Ability dashes, fires +1 additional bullets, and grants 5 Ability Power for the rest of combat.
Start dormant. Gain X% Damage Amp and X Health whenever any unit dies. At X% Health, awaken and blink toward enemies, stunning them for X seconds.
At combat start or when this activates gain X Armor and Magic Resistance. Every second, convert X resists into X% Attack Damage. (Up to X)
30% Shred and Sunder enemies within 2 hexes. Take 10% less damage from Shredded or Sundered enemies.
Dealing magic damage reduces Magic Resistance by 4 for the rest of combat.
(X) Kills heal X% max Health and grant X% Attack Speed for 2 seconds. (X) X% AS on kill. Execute enemies below X% Health.
Become untargetable while X+ allies are alive. If this champion ends the fight at full Health, permanently gain X% Damage Amp. (Current: % Durability)
Abilities cost 20 less Mana to cast.
Twisted Fate upgrades the Crew Ship to deal 15% of it's damage as true damage and draws Bounty Cards each round that grant random rewards. Bounty Cards get better for each player combat. (Rounds Fielded: ) Current Bounty Card:
Gain 12% Damage Amp, increased to 28% Damage Amp after the first takedown each combat.
Reduce each instance of incoming damage by X.
This trait is active only when you have exactly 1 or 4 unique Mentors. (1) Allies gain the bonus (4) Mentors gain all bonuses and upgrade their abilities. Other allies gain nothing. Kobuko: 6% Damage Reduction Udyr: 8% Attack Damage and Ability Power Yasuo: 10% Attack Speed Ryze: Attacks grant 2 bonus Mana
Gain X% Attack Speed. At X% Health, double it for the rest of combat. Then, shrink in size for X seconds, dodging all attacks.
(1) At low Health, gain 8% Damage Amp, spawn a Training Dummy, and dash to the furthest enemy. (2) 12% Durability; Dummies gain 1250 HP
On cast, the lowest percent Health ally gains X (AP) shield for X seconds.
The first cast each combat grants 5 Mana Regen and 30% Ability Power.
Every X attacks, deal X (AD) true damage.
Duelists gain Attack Speed on each attack, stacking up to 12 times. (2) 4% AS (4) 7% AS (6) 10% AS; Duelists gain 12% Damage reduction
Gain 5% Attack Damage. All other sources of Attack Damage give X% more.
Combat Start: Allies in the front 2 rows gain a shield for 15 seconds. Allies in the back 2 rows gain Damage Amp. Strategists gain triple. (2) 150 Shield; 4% Durability (3) 225 Shield; 6% Durability (4) 350 Shield; 10% Durability (5) 450 Shield; 14% Durability
Your team gains 10 Armor and Magic Resist. Bastions gain more, and the value doubles in the first 10 seconds of combat. (2) 18 ArmorMR (4) 40 ArmorMR (6) 75 ArmorMR; Non-Bastions gain an additional 25 ArmorMR.
(1) Gain 25% increased bonuses from Star Guardian. (2) And heal the other Star Sailor for 15% of damage dealt.
Once this champion has died 8 times, gain X% Health, X% Omnivamp, and X% Damage Amp. (Deaths: )
Attacks grant 3% stacking Attack Speed.
At combat start and every 3 seconds, gain 1 Mana Regen.
Gain 10% Omnivamp. Whenever an ally dies, gain 4% stacking Damage Amp.
Heal for 15% of magic damage dealt. On cast, take 8% max Health as true damage, but gain 12 stacking Ability Power.
Every 5 seconds, the Shadow Realm strikes the 3 closest enemies, dealing total magic damage equal to a portion of damage dealt by Wraiths since the last trigger. Your lowest health Wraith heals for 18% of damage dealt by Wraiths and the Shadow Realm. (2) 18% damage. (4) 36% damage. (6) 50% damage.
While this champion is the Supreme Cell, they execute enemies under 18% Health instead.
Your team gains Mana Regen. Prodigies gain more. (2) 1 Mana | 3 Mana (3) 1 Mana | 5 Mana (4) 2 Mana | 7 Mana (5) 3 Mana | 8 Mana | Prodigy abilities heal an ally for 10% of the damage dealt.
Become a 2-hex singularity, dealing 1% (HP) as magic damage every second. When enemies die within the radius, gain 8 permanent Health. (Total: HP)
(1) This champion's Star Guardian Teamwork bonus is increased by 15% per star level. (2) 20% bonus per star level.
Every 5 seconds, Lulu feeds a snack to her Monster: 13% HP Healing for Rammus, 12% Attack Damage for Smolder, or 12% Ability Power for Kog'Maw.
Every 1.5 seconds gain Ability Power equal to your Mana Regen.
Arrows cost 2 less Mana during Varus's Ability.
Units gain 5% Durability while shielded. Once per combat at 50% Health, Protectors shield themselves and their closest ally for a percent of their maximum Health. Shields stack. (2) 20% HP shield (4) 40% HP shield (6) 60% HP shield
(1) Attacks have a 15% chance to Stun the target for 1 seconds. (2) These attacks deal 55 bonus magic damage per Stage.
Gain 20% Critical Strike Chance. Attacks that critically strike deal X% bonus magic damage.
Every 2 seconds, Burn and Wound the closest non-Burning enemy for 10 seconds. Take 15% less damage from Burning enemies.
At combat start, take the form of the nearest ally, granting them and this champion a X% Health shield.
Gain 100 Health and grant an additional +1 to the selected Stance's trait.
Every 4 seconds heal this champion and allies within 2-hexes for 18% of their missing Health.
Battle Academia champions upgrade their abilities and gain Potential %i:set14AmpIcon%. Potential improves their abilities. Prismatic: Field 7, then earn 175 points by using items. Prismatic: Earn 1 point for every Completed item used in combat. Graduate at 175 points. (/175). True Potential Unlocked: +10 %i:set14AmpIcon% (3) 3 %i:set14AmpIcon% (5) 5 %i:set14AmpIcon% (7) 7 %i:set14AmpIcon%
When you field Mighty Mech and Luchador, The Mighty Mech gains 100 Health and becomes a Luchador granting +1 to the trait.
Gain 20% Omnivamp. Overhealing from Omnivamp converts to shield. (Max: 40% Health)
At combat start, fuse with the nearest ally, gaining X% of their Health, Attack Damage, and Ability Power.
(X) Combat Start: Jump into the enemy's backline and deal 20% less damage for the first 8 seconds of combat. (X) Both champions jump.
Xayah and Rakan gain bonus stats based on each other's star level. (1) 8% ADAS | 150 HP, 8 ArmorMR (2) 15% ADAS | 300 HP, 15 ArmorMR
The Mighty Mech converts 8% of damage taken into Attack Damage and Ability Power, and gains 100 Armor and Magic Resist. Crystal Rose champions are treated as Mighty Mechs for the Mech's abilities.
Combat start: Mark adjacent hexes for 3 rounds. Allies in marked hexes gain 12% Damage Amp and 200 Health. This champion gains 200% of the bonus.
(1) Gain 60% Attack Speed and moves significantly faster.
Every 3 seconds, zap the closest enemy for 9% of their max Health as magic damage. Whenever an enemy is Stunned by any source, zap them.
On cast, the 2 nearest allies gain X% of Mana spent.
Attacks and Abilities ignore 35% of enemy's Armor.
Every 4th attack deals 40% more damage. Overkill damage bounces to the nearest enemy.
Attacks have a X% chance to trigger an additional attack.
Luchadors gain bonus Attack Damage. At 50% health, Luchadors cleanse negative effects, heal, and leap back into the fight, Stunning enemies in a 1-hex radius for 1 seconds. (2) 15 AD; 20% HP heal (4) 40 AD; 50% HP heal
Start combat at 65% Health, but gain 35% Damage Amp.
Shen's ability also shields the lowest health ally for 40% of his shield and gains 10 stacking Magic Resist on cast.
After every 12th attack, fire five projectiles at the closest enemies that deal 120% of Basic Attack Damage as physical damage.
Gain The Mighty Mech. Mighty Mechs heal it for 10% of the damage they deal. Unlock the Mightiest Mech (3) The Mighty Mech arrives (5) Blade Protocol: Level 1 (7) Blade Protocol: Level 2 Each Mighty Mech champion's star level increases The Mighty Mech's power.
100 gold
36 gold
34 gold
30 gold
18 gold
64 gold
15 gold
76 gold
16 gold
12 gold
154 gold
126 gold
24 gold
55 gold
25 gold
54 gold
26 gold
20 gold
22 gold
44 gold
40 gold
9 gold
8 gold
3 gold
2 gold
1 gold
7 Gold
6 gold
5 gold
4 gold
10 gold