
Dr. Mundo
Passive: Gain 30% more max Health from all sources. (Bonus Health: ) Active: Flex, healing X (HPAP) Health, then deal X (HPAD) physical damage to the current target.
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Νέο set: όλα τα units και traits είναι καινούργια.

Passive: Gain 30% more max Health from all sources. (Bonus Health: ) Active: Flex, healing X (HPAP) Health, then deal X (HPAD) physical damage to the current target.

Hack the target and the nearest non-hacked enemy, dealing X (AP) magic damage over 10 seconds.

Passive: Gain 1.5% Attack Damage for each kill this game. (Kills: , % AD) Active: Deal X (AD) physical damage to the current target. Kingpin bonus: Teleport behind the lowest Health enemy within 3 hexes and deal X (AD) bonus physical damageX (AD) bonus physical damage. If this kills, immediately cast again with 75% damage.

Send a large vine towards the current target, Stunning them for 1 second and dealing X (AP) magic damage. Send a smaller vine at the nearest target that deals X (AP) magic damage.

Deal X (AP) magic damage to the current target and X (AP) magic damage to the X (%i:set14AmpIcon%) nearest enemies. Heal 100/125/210 Health + 20/25/40 per enemy hit.

Fire wolf at the current target, dealing X (AD) physical damage. Overkill damage bounces to the nearest enemy.

Fire a soundwave through the current target that deals X (AP) magic damage, reduced by 40% for each enemy hit.

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

Gain X (AP) Shield for 4 seconds and deal X (AP) magic damage to adjacent enemies.

Throw a buckler at the farthest enemy within 4 hexes, dealing X (ArmorAP) magic damage to them and X (ArmorAP) magic damage to enemies within 1 hex. Gain X (AP) Shield.

Gain X (AP) max Health and deal X (APHP) magic damage to the current target. If they die, gain an additional 75/100/125 Health.

Gain X (APHP) Shield that rapidly decays over 4 seconds. Vi's next attack deals X (AD) physical damage.

Passive: Reduce all incoming damage by X (AP). Active: Deal X (AP) magic damage to the current target and Stun them for 2 seconds.

Heal X (APHP) Health, then deal X (AD) physical damage and 20% Sunder enemies within 1 hex for 6 seconds. Kingpin bonus: Increase Ability range to 24 hexes. Damage reduced by 10% per hex away. Heal X (HP) Health for each enemy hit.

Send X sigils, alternating between the current target and the next nearest enemy, each dealing X (AP) magic damage. Every cast, send 1 more sigil.

Passive: Gain 2 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 all three special cards at three nearby enemies. 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.

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.

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.

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.

Fire a bouncing grenade that hits four enemies, dealing X (AD) physical damage and 20% Sundering them for X (AP) seconds. The fourth bounce returns to the initial target and deals X (AD) physical damage.

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.

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.

Rapidly fire 3 attacks. The first two deal X (AD) bonus true damage, and the final attack deals X (AD) bonus true damage.

Passive: Attacks fire 5 projectiles in a cone that deal X (AD) physical damage each. Graves casts every 2 attacks. Active: Dash next to the target and quickly fire 2 empowered shells that deal X (ADAP) physical damage per projectile.

Knock the target into the air for 1.75 seconds. Over the duration, heal X (APHP) Health and deal X (AD) physical damage to the target.

Heal X (AP) Health and deal X (AP) magic damage to the current target.

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.

For 3 seconds, tether to the closest 3 enemies, dealing X (AP) magic damage per second split between them. Tethers apply 20% Shred and heal Fiddlesticks for 15% of the damage dealt.

Gain X (AP) Durability for 3 seconds. Afterwards, heal X (AP) Health and send a whirlwind at the enemy within 3 hexes that dealt the most damage to Galio during that time. It deals X (AP) magic damage and Stuns for 1.5 seconds.

Heal X (AP) Health and leap to the lowest Health enemy in X hexes, dealing X (AD) physical damage. Then, strike 2 times, each dealing X (AD) physical damage. Each cast increases leap range by 1 hex.

Passive: Attacks deal X (AD) physical damage to enemies adjacent to the target. Active: Fire a beam two hexes beyond the current target, dealing X (AD) physical damage to enemies hit.

Fire a chain that deals X (AP) magic damage and Stuns for 1 seconds. The chain links to the 3 closest enemies, dealing X (AP) magic damage to each.

Gain X (APHP) Shield for 4 seconds. When it breaks, deal X (AP) magic damage to the 3 closest enemies and Chill them for 3 seconds. Kingpin bonus: Gain 30100 Armor and Magic Resist. Every 42 seconds, Braum's next attack deals X (ArmorMRHP) bonus magic damage.

Passive: Gain X (%i:set14AmpIcon%) Mana every second. Active: Launch a magic missile at the current target that bounces to the nearest enemy. Deal X (AP) magic damage to the current target and X (AP) to the other, marking both of them. If they're already marked, deal 175% damage.

Heal X (HPAP) Health, then throw a cask at the largest group of enemies within 3 hexes, dealing X (AP) magic damage to enemies within 1 hex.

Gain X (AP) Shield for 4 seconds. Slam the current target, dealing X (AP) magic damage in a 2-hex line and Stun all enemies hit for 1.25 seconds.

Strike the most enemies in a semi-circle, gaining X (AP) Shield for 4 seconds plus X (AP) per enemy hit. Deal X (AD) physical damage to enemies hit and reduce their Armor by 15/18/20 for the rest of combat.

Hurl two massive axes at the most enemies in a line, dealing X (ADAP) physical damage before returning. Damage is reduced by 20% for each enemy hit.

Fire X rockets at random enemies within 2 hexes of the current target. Each rocket deals X (AD) physical damage. Each cast fires an additional rocket.

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.

Fire 8 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 4 more waves. Bullets pierce enemies for 50% damage.

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.

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.

Throw a shuriken at the furthest unmarked enemy within 4 hexes that deals X (AP) magic damage and marks them. Then become untargetable, teleport to them, and summon shadows on every other marked enemy. Deal X (AD) physical damage to adjacent enemies, while shadows deal X (AD) physical damage to adjacent enemies.

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.

Impale 6 feathers into the current target that each deal X (AD) physical damage. When the target dies, the feathers seek out nearby enemies within 2-hexes, each dealing X (AD) physical damage.

Passive: Gain 30% more Armor and Magic Resist from all sources. Active: Throw an EMP at the current target that explodes after 2 seconds. It deals X (AP) magic damage to enemies within 3 hexes and Stun them for 1.75/2/8 seconds.

Throw a bomb that hits the most enemies in a + shapewhole row and column within Attack Range, dealing X (AP) magic damage to enemies within 1 hex of the center and X (AP) magic damage to enemies further away. If only one unit is hit, deal 100% more.

Fire a disorienting sound blast in a cone, dealing X (APHP) magic damage. Gain (APHP) max Health, get bigger, and increase the size of future sound blasts.

Gain X (AP) Durability for 4 seconds. Deal X (AP) magic damage to the largest clump of enemies within 2 hexes and Stun the center enemy for 2 seconds. Enemies damaged by this ability take X (MR) bonus magic damage from allies' attacks for 4/4/10 seconds.

Throw a fireball at the current target that deals X (AP) magic damage and X (%i:set14AmpIcon%) mini-fireballs split between the target and 2 nearby enemies that deal X (AP) magic damage each. Every 4 casts, instead, summon Tibbers (AP%i:set14AmpIcon%) next to the current target, dealing X (AP) magic damage to enemies within 1 hex.

Fire a moon blast at the largest group of enemies that deals X (ADAP) physical damage to enemies within 2 hexes. Equip 4 Chakram, plus 1 more for each enemy hit by the blast, that last for 6 attacks and deal X (AD) bonus physical damage each.

Gain X (AP) Shield for 1.5/1.5/10 seconds. Deal X (AD) physical damage to the current target and send a wave that deals X (AD) physical damage to enemies hit. If the wave hits 2 or fewer enemies, gain 30 Mana.

Deal X (ADAP) physical damage to enemies within 2 hexes and Burn, and Wound them for 5 seconds. Gain 400/550/30000 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.

Dash towards the target and fire a volley of X (%i:set14AmpIcon%) bullets over 2 seconds split between enemies within three hexes. Each bullet reduces armor by 3 and deals X (AD) physical damage, reduced by 20% per hex distance from Samira (Total Damage: X (AD)). When the volley ends, dash back to safety while dealing X (AD) physical damage to the current target. For the duration of the Ability, Samira is Unstoppable and has X (AP) Omnivamp.

Passive: Attacks deal X (AP) bonus magic damage. At 35/35/90% Health, gain X (HP) Shield decaying over 4 seconds, 100% Attack Speed, 20/20/100% Omnivamp, and 100 Mana. Active: Briefly gain 33/33/99% Durability, then pick up a nearby enemy, knocking up all enemies within 1 hex2 hexes for 1.5 seconds. Then, slam down, dealing X (AP) magic damage to the target and X (AP) of the target's max Health as magic damage to all enemies hit.

For 5/5/60 seconds, gain 125/125/500% Attack Speed and lock-on to the lowest percent Health enemy within X () hexes. Attacks also fire 3 rockets, each dealing X (AD) total physical damage. Each cast, the first time a locked-on enemy falls beneath 15/15/95% Health, execute them, reel them in, and grind them into parts.

On first cast, swap places with the left-most champion on your bench and continue fighting. That champion gains X (AP) Attack Speed. If the swapped champion dies, return to the board. Teleport to hit the most enemies in a line, dealing X (AP) to each one, plus X (AP) split between all enemies hit. Aurora cannot swap places with another Aurora.

Passive: When units die, absorb their soul and heal X (HP) Health. Active: Jump to the largest clump of enemies within 2 hexes, dealing X (AP) magic damage to adjacent enemies and X (AP) magic damage to other enemies within 2 hexes. 20% Shred all enemies hit for 4 seconds. Shred: Reduce Magic Resist

Passive: At 10% Health, split into two copies with 50/50/100% Health. Active: Bounce 3 times on nearby enemies. Each bounce deals X (APHP) magic damage, Stuns for 1 second, and heals Zac X (AP) Health.
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) 160% bonus. (6) 180% bonus. (7) 200% bonus. Morgana - AP % Rhaast - Armor MR Senna - AD % Gragas - HP Vex - % Renekton - AS % Emblem - Omnivamp %
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) +15% HP, 15 AP, 15% AD (10) +50% HP, 50 AP, 50% AD Paint the town!
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) 3 %i:set14AmpIcon%, 350 HP (5) 4 %i:set14AmpIcon%, 500 HP
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) 35 ArmorMR, 15% Durability, (10) 75 ArmorMR, 25% Durability, Weapons scale with Anima Squad star level and stage.
Vanguards gain 10% 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; 16% Damage reduction while Shielded
Slayers gain Attack Damage and Omnivamp. Overhealing heals the lowest percent Health Slayer for 50% of the excess amount. (2) 15% AD, 15% Omnivamp (4) 40% AD, 15% Omnivamp (6) 70% AD, 20% Omnivamp
Gain a hologram copy of the highest cost enemy Viego helped kill last round. It has 900/1350/9001 Health, deals 30%/40%/200% damage, and has 1 recommended item.
Your strongest Cyberboss upgrades to its final form and gains Health, Ability Power, and its ability hits more enemies. (2) 25% HP, 20 AP (3) 33% HP, 30 AP (4) All Cyberbosses upgrade. Your strongest Cyberboss gains 40% HP and 40 AP.
Executioner Abilities can critically strike. They also gain bonus Critical Strike Chance and Critical Strike Damage. If the target's Health is below 20%, the bonus Critical Strike Damage is doubled. (2) 25% , 5% (3) 35% , 10% (4) 45% , 15% (5) 50% , 15% ; also gain 12% Durability
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) 70 ArmorMR Non-Bastions gain an additional 30 ArmorMR.
Gain unique items that can only be equipped by Exotech champions. They gain Health and Attack Speed for each item equipped. (3) 50 HP, 2% AS, (5) 150 HP, 5% AS, (7) 225 HP, 9% AS, (10) 500 HP, 40% AS, Enhance.
The Overlord takes a bite out of the unit in the hex behind him, dealing 40% of their max Health as true damage. He gains 40% of their Health and 25% of their Attack Damage.
After 2 player combats, open an Armory of Trait Mods that permanently reprogram a champion to benefit from a trait (but not contribute). Every time you get a Trait Mod, the next one requires 1 additional round. Rounds remaining: Champions can only have one Trait Mod. Equipped Mods: - - - - - - - - -
Your team gains 10% Attack Speed. Rapidfire champions gain more on each attack, stacking up to 10 times. (2) 4% AS per stack (4) 10% AS per stack (6) 24% AS per stack
Combat Start: Allies in the back 2 rows gain Damage Amp. Allies in the front 2 rows gain Durability. Strategists get triple. (2) 6% Durability, 4% Damage reduction (3) 9% Durability, 6% Damage reduction (4) 12% Durability, 8% Damage reduction (5) 15% Durability, 10% Damage reduction
Your team gains 100 Health. Bruisers gain more. (2) 20% HP (4) 45% HP (6) 70% HP
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 20% AD every 6 seconds.
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) 13% Durability, 20% gold (4) 20% Durability, 50% gold (6) 25% Durability, 75% loot, 7% chance loot is a component Current Bonus: % Durability
BoomBots fire a missile every 400 damage dealt at a nearby enemy that deals magic damage. 8% of damage taken contributes to damage dealt. (2) 150 magic damage (4) 325 magic damage (6) Fire two missiles, each dealing 225 magic damage
Techies gain Ability Power. Enemies hit by their abilities deal 10% less damage for 3 seconds. (2) 20 AP (4) 50 AP (6) 85 AP (8) 125 AP Enemies hit deal 18% less damage.
Every 3 seconds, your team gains Mana. Dynamos gain 100% more. (2) 5 Mana (3) 7 Mana (4) 10 Mana
The Virus infects your shop with a 10% chance to spawn a bloblet. When purchased, it merges and increases the strongest Zac's max Health by 3% and Ability Power by 4. (Total Bloblets: )
Get a Kingpin hat that uniquely upgrades a Syndicate champion's ability. Syndicate champions gain Health and Damage Amp. (3) 100 HP, 5% Durability, 1 Kingpin (5) 400 HP, 15% Durability, 2 Kingpins (7) 500 HP, 20% Durability, Upgrade Kingpin effect
Every round, unique Nitro champions grant Chrome to R-080T, based on their star level. Each Chrome grants 14 Health and 1 Ability Power. At 200 Chrome, it upgrades to T-43X! (3) Summon R-080T! (4) Fire a giant laser! Chrome per star: X/X/X/X
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, 45% ADAP (5) 2x Intel, 55% ADAP
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