
Briar
Passive: For every 1% missing Health, gain X% (AP) Attack Speed Active: Deal X (AD) physical damage to the target, increased by 50% if they're a tank.
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Νέο set: όλα τα units και traits είναι καινούργια.

Passive: For every 1% missing Health, gain X% (AP) Attack Speed Active: Deal X (AD) physical damage to the target, increased by 50% if they're a tank.

Gain X (AP) Shield for 4 seconds. For the duration, allies within two hexes gain X (AP) Armor and Magic Resistance. Meep Bonus: Meeps grant X (AP) Shield to the nearest X (%i:set14AmpIcon%) allies for 4 seconds.

Call down a Meepteor on the target that deals X (AP) magic damage. Meep Bonus: An additional X (%i:set14AmpIcon%) mini Meepteor are called down on nearby targets dealing X (AP) magic damage each.

Heal X (AP), then deal X (ADArmor) physical damage to the current target. N.O.V.A. Strike: Cleave the battlefield, briefly knocking up all enemies and dealing X (ADArmor) physical damage.

Passive: Attacks have a 15% Lucky chance to fire an empowered Headshot, dealing X (ADAP) physical damage. N.O.V.A. Strike: Mark all enemies, increasing damage taken by 10%. The first time marked targets drop below 50% Health, Headshot them for X (ADAP) physical damage. Lucky: Check twice and take the better outcome.

Passive: Attacks deal X (AP) bonus magic damage and an additional X (AP) stacking magic damage over 6 seconds. While an enemy has 5 or more stacks, Teemo is in . Active: Gain 150% Attack Speed for 3 attacks.

Transform for 6 seconds, temporarily gaining 250/350/550 max Health, entering , and dealing X (HPAP) magic damage to adjacent enemies each second.

Draw a card with a value between 1 and 9 by Lucky chance, then throw it at the target. Based on the card drawn, deal between X (AP) and X (AP) magic damage. Overkill damage bounces to the nearest enemy. 3-Star Bonus: If a 9 is thrown, generate 1 gold. Lucky: Check twice and take the better outcome.

Stab the target, causing them to bleed for X (ADAP) physical damage over 18 seconds. After the attack, leap to the highest percent Health enemy within 3 hexes.

Active: Fire a blast at the current target that deals X (ADAP) physical damage. Every 8 takedowns, gain a drone that deals X (AD) physical damage to the current target on cast. (Total Takedowns: )

Gain X (AP) Shield for 4 seconds. Bash the current target, dealing X (ArmorMR) magic damage and stunning them for 1.75/1.75/2 seconds.

Deal X (HPAP) magic damage to the lowest Health enemy in range and permanently gain 12/18/33 maximum Health. If this kills them, permanently gain 25/35/65 maximum Health instead. (Current Bonus: + Health)

Hurl a shard towards the current target, dealing X (AP) magic damage to the first target it hits. After hitting its initial target or at its final destination, the dagger explodes dealing X (AP) magic damage to nearby targets.

Heal X (HPAP), then briefly knock up adjacent enemies and deal X (AP) magic damage.

Unleash a flurry of X (AS) slashes at the current target over 2 seconds, dealing X (ADAP) physical damage each.

Reposition next to the target to strike the most enemies. Then throw 5 piercing kunai, each dealing X (AD) physical damage to the first enemy hit, reduced to X (AD) for each subsequent target. Kunai remove 1 Armor, 2 if they crit. N.O.V.A. Strike: Slice all enemies, applying Wound and a bleed that deals X (AD) physical damage each second. Kunai increase the damage of the bleed by 10%.

Fire a barrage of X (AS) rockets in a cone, each dealing X (AD) physical damage to the first target hit.

Passive: Every 5th attack, launch a returning boomerang at the target that travels two hexes past the first enemy it hits. It deals X (ADAP) physical damage, reduced by 75% per hit. Meep Bonus: X (%i:set14AmpIcon%) Meeps attack alongside Gnar, dealing X (ADAS) physical damage per second.

Reposition up to one hex to throw a harpoon at the furthest enemy. The harpoon pulls the first enemy hit one hex forward and deals X (AP) physical damage. Then, teleport behind them and cleave, dealing X (AD) physical damage to them and X (AD) physical damage to nearby enemies.

Heal X (HPAP) over 2 seconds. Then, deal X (AP) magic damage to target and enemies adjacent to them and 30% Chill them for 2 seconds.

Passive: Attacks deal magic damage. Gwen is in while targeting an enemy below 40% Health. Active: Dash to a nearby hex to snip the lowest percent Health enemy, dealing X (AP) magic damage to the target and X (AP) magic damage to enemies in a cone. If this kills, dash and snip again at 65% damage!

Enter a defensive stance for 3 seconds, reducing incoming damage by X (AP) and gaining X (AP) Shield. When the stance ends, strike all nearby enemies, dealing X (ArmorMR) magic damage and Stunning them for 1/1.25/1.5 second(s).

Kick a ball at the current target that deals X (AP) magic damage. On impact, the ball has a 100% Lucky chance to bounce to a new target dealing X (AP) magic damage. These bounces can trigger additional bounces, but the odds halve with each bounce. Lucky: Check twice and take the better outcome.

Fire a paddle star at the current target, dealing X (AP) magic damage to the first target hit and X (AP) to others it passes through. When the missile reaches its destination, redirect it to a distant enemy, increasing its speed and repeating the damage. This redirect can occur 4 times.

Heal X (HPAP) Health over 3 seconds. Slam the target, dealing X (AP) magic damage and knocking up for 1.5/1.75/2 seconds. The impact creates meepwaves that deal 50% of these effects in the target's row. Meep Bonus: Meeps water Meepsie's flower, increasing all incoming Healing and Shielding by X (%i:set14AmpIcon%).

Gain X (AP) Shield. Each second for the next 4 seconds, gain X (AP) more Shield and deal X (AP) magic damage to adjacent enemies. When this ability ends, consume the remaining Shield and heal for 40% of its value.

Gain X (HPAP) Shield and 15% Durability for 4 seconds. Over the duration, deal X (AD) physical damage each second to enemies in a cone.

Field Miss Fortune to choose whether she activates Conduit Mode, Challenger Mode, or Replicator Mode. The chosen mode determines her ability and her trait.

Gain X (AP) Shield for 3 seconds. Over the duration, drain X (AP) Health from the nearest 3 enemies. Then slam down, dealing X (AP) magic damage to all enemies within 2 hexes.

Open a 2 hex rift containing the target, Hacking enemies within for 4 seconds and dealing X (AP) magic damage to each, plus X (AP) magic damage split between all enemies hit. Hacked enemies store 10% of all damage they take. When the Hack ends, they take true damage equal to the stored damage. The Hack ends early if it would kill the target.

Dash through the current target, dealing X (AP) magic damage. Every third cast also summons a Mega Meep after a delay, briefly knocking the target up and dealing X (AP%i:set14AmpIcon%) magic damage. Adjacent enemies take 50% damage. Meep Bonus: Add X (%i:set14AmpIcon%) Meep to the bait, increasing Mega Meep damage by X (AP).

Passive: Gain 45% more max Health from all sources. Active: Converge an X-shape of vines on the target, dealing X (AP) magic damage to each enemy hit and Stunning them for 1.5/1.5/1.75 seconds. N.O.V.A. Strike: Send forth a wave of dragons that stun all enemies for 1.5/1.5/1.75 seconds. For the rest of combat, Maokai's attacks deal X (HP) bonus physical damage.

Passive: On takedown, gain 10 mana. Active: Fire 16 missiles in a 2-hex radius around the current target, dealing X (AD) physical damage each.

Passive - Proximity Blast: Whenever an enemy enters a X () hex radius, fire a blast in a cone towards the closest adjacent hex that deals X (AD) physical damage with 30% falloff per hex. Each adjacent hex has a 5 second cooldown, and starts combat on cooldown. Active: Gain X (AP) Shield for 3 seconds and reposition up to one hex to maximize the number of targets within Proximity Blast's radius. Reset Proximity Blast's cooldowns.

Channel a one-hex psionic storm that follows enemies for 4 seconds. Each second, it grows larger and deals X (AP) magic damage to enemies within, reduced by 60% per hex from the epicenter.

Passive: Whenever an enemy is knocked up, shoot them, dealing X (ADAP) physical damage and entering for 3 seconds. Active: Unleash a volley of bullets at the target, dealing X (AD) physical damage and knocking up for 1.25 seconds.

Passive: On combat start, forge a temporary completed item. If 3 items are already equipped, a random completed item becomes Radiant this combat instead. Active: Gain X (AP) Shield for 3 seconds, then breath fire in a cone dealing X (AP) magic damage. After any Shield on Ornn expires, Ornn enters for 3 seconds.

Passive: Gain a different secondary effect each game based on the Stargazer constellation. Active: Call down something from the sky, dealing X (AP) magic damage to 3 nearby enemies and do some special effect based on this game's Stargazer Constellation.

Passive: Attacks deal X (AP) bonus magic damage. Active: Gain X (AP) Shield and summon 3 encircling orbs for 3 seconds. Orbs deal X (AP) magic damage to enemies they pass through, and rotate faster based on Attack Speed.

Gain 20% Durability for 2 seconds, healing X (AP) over the duration. Afterwards, slash forward in a line, dealing X (AD) physical damage to enemies hit and knocking them up for 1 second.

Gain X (AP) shield for 4 seconds. Then, strike enemies in a three hex line, dealing X (APArmor) magic damage. Meep Bonus: Reduce the damage of incoming attacks by X (%i:set14AmpIcon%). After being attacked 20 times, deal X (Armor%i:set14AmpIcon%) magic damage in a two hex radius.

Strafe to a nearby position, unleashing 21 missiles split between the target and all enemies within two hexes. Missiles deal X (ADAP) physical damage with a 20% Lucky chance of firing a mega missile that deals X (AD) instead. Meep Bonus: Every X (%i:set14AmpIcon%) seconds, launch an Explosive Meep at the target, dealing X (AD) physical damage in a one hex radius on impact. Lucky: Check twice and take the better outcome.

Passive: Attacks and Abilities mark the target. When an enemy reaches 3 marks, Wolf consumes the marks, dealing X (ADAP) physical damage. Active: Jump up to 1 hex away and fire arrows at the nearest 3/3/5 targets, each dealing X (AD) physical damage. N.O.V.A. Strike: Gain 5% Damage Amp. Now and every 5 seconds after, add a mark to all enemies.

Gather the force of a black hole, dealing X (AP) magic damage split between the target and the 2/2/4 closest enemies to them. The target takes an additional X (AP) magic damage.

Channel a deathbeam in a line towards the current target for 3 seconds. It deals X (AP) magic damage per second, reduced by 60% per enemy it passes through. Deathbeam ignores 30% of the enemy's Magic Resist.

Enter a defensive stance for 4 seconds gaining 20/20/90% Durability. While in the defensive stance, attract nearby enemy projectiles and heal X (AP) over the duration. When this ends, release a shockwave that deals X (ArmorMR) as physical damage in a 2-hex range.

Passive: Every third attack is a doubleslash that deals X (AD) bonus physical damage. Active: After brief meditation, enter a Psi-State for 5 seconds, gaining 15% Omnivamp, 70% Attack Speed, and increased movement speed. Twice a second, fire a psychic projection at a random nearby enemy that deals X (ADAP) physical damage

Toss a disco bubble at the target that deals X (AP) split between enemies in a one hex radius. The explosion sends 3 globs towards nearby enemies that deal X (AP) magic damage. On cast, Nami enters for 3 seconds.

Gain X (AP) Shield for 4 seconds. Summon an astrolabe to crash down on a nearby hex, dealing X (AP) magic damage to enemies within 2 hexes. Then, push the astrolabe towards the end of the board, dealing X (AP) magic damage. All enemies hit by the astrolabe are knocked up for 1.75/2/8 seconds.

Passive: This Ability adapts to Attack Damage or Ability Power, whichever is higher. Attacks deal X (AP) magicX (AD) physical damage. Active: Dash to a nearby hex, gaining 100/150/1200 Shield for 2 seconds and slashing adjacent enemies for X (AP) magicX (AD) physical damage. Every third cast, leap into the air and launch a wave of energy that deals X (AP) magicX (AD) physical damage to enemies in a line.

Passive: Attacks deal X (AP) magic damage instead. Active: Summon 5 clones that attack alongside for 5 attacks, dealing 25/25/150% damage. For their final attack, clones fire a bolt that deals X (AP) magic damage.

Passive: Attacks bounce to strike 3/3/5 times, dealing 60/60/30% reduced damage per target hit and leaving a Feather behind the final target. Active: Gain 75% Attack Speed for 4 seconds. At the end, recall all Feathers split between the closest 3 enemies, dealing X (AD) physical damage each.

Passive: Once per combat after dropping below 35% Health, gain Shield for 4 seconds equal to 40% of healing received this combat. Active: Heal X (HPAP), then tongue lash all enemies within two hexes dealing X (APHP) magic damage.

Summon a flying saucer over the current target that lasts 4 seconds. Each second it deals X (AP) magic damage to the target, plus X (AP) magic damage split between all enemies within 1 hex. The saucer deals 30% increased damage to Tanks. If an enemy under the UFO dies, Bard has a 15/20/100% chance to abduct them and create a 1-star copy on your bench. Meep bonus: On combat start, grant the nearest X (%i:set14AmpIcon%) Meeple allies an additional Meep. Friends abducted:

Passive: Every 2 attacks, reveal a Vital on the target. If a Vital exists, dash to attack it dealing X (AD) bonus true damage and heal for 15% of the damage dealt. Active: Reveal 6 Vitals on the target and quickly attack them all. If the target dies, remaining Vitals transfer to the nearest enemy. Upon striking the final Vital, create a two hex aura that heals allies within for X (AP) over 5 seconds.

Passive: Jhin has a fixed attack speed of 0.9/0.9/1.4 and converts every 1% of bonus Attack Speed into 0.75 bonus Attack Damage. Active: Summon 4 spectral hands that fire alongside Jhin for the next 4 attacks. Each hand deals X (AD) physical damage per shot. The final shots deal 244% more damage and pierce through the most enemies in a line, dealing 44% reduced damage per target hit.

Passive: Every 2/2/0.5 seconds, call down a bolt on the highest Health nearby enemy that deals X (AP) magic damage. Active: Summon a disco ball at the largest clump of enemies, then knock up the current target into it, dealing X (AP) magic damage. They crash down into the disco ball, dealing X (AP) magic damage in a three hex radius. Enter for 1 second per enemy hit.

Hurl a chunk of magnetic debris at the nearest target without one, dealing X (AP) magic damage and sticking it to them. If an enemy with debris dies, it passes to the nearest enemy without one. Every 5 casts, instead rip off all debris dealing X (AP) magic damage, then crush all the debris onto the target, dealing X (AP) magic damage and briefly stunning them.

Passive: Every time Vex attacks, Shadow strikes a nearby enemy, dealing X (AP) magic damage. Whenever an enemy is struck 5 times by Shadow, Shadow strikes them again. Active: Shadow launches 3 empowered strikes, dealing X (AP) magic damage instead.

Passive: On cast, attacks gain X (AP) stacking bonus magic damage. Starting from the third cast, gain true damage instead. Active: Gain X (HPAP) Shield for 3 seconds, then slice open a rift on the largest group of champions dealing the Passive's bonus damage to all enemies within. Enemies have their Attack Speed slowed by 50/50/999% while allies within gain 80/80/999% Attack Speed, both rapidly decaying over 3 seconds.

Create a clone behind the target with 33% reduced max Health and 30 increased Mana cost. The clone inherits its creator's items, stats, and current Health, and can cast Quantum Clone.

Passive: Attacks fire 5 projectiles in a cone that deal X (AD) physical damage each. Active: Fire an explosive shell that deals X (AD) physical damage to the target, and X (ADAP) physical damage to adjacent enemies.

Passive: Heal for 20% of Ability damage. Active: Transform into Dark Form for 5 seconds, gaining X (AP) Shield for the duration. While in Dark Form, tether the 3 nearest enemies, dealing X (AP) magic damage per second to each one. At the end of the transfomation, deal X (AP) magic damage to all tethered enemies.
Combat Start: Mark all enemies with Doom. The first time enemies are damaged each combat, their Doom is consumed, stealing 12% Attack Damage and Ability Power from them and granting it to your strongest Vex.
Your team gains 10% Attack Speed. Challengers gain bonus Attack Speed. When their target dies, Challengers dash to a new target and increase their Attack Speed bonus by 50% for 2.5 seconds. (2) 15% AS (3) 22% AS (4) 36% AS (5) 48% AS
When you field Miss Fortune, choose between Conduit Mode, Challenger Mode, and Replicator Mode. Miss Fortune has a unique ability based on her mode and gains the associated trait.
Stargazers chart a different constellation every game. This game: The Boar. Gain gold after winning player combat. Allies in empowered hexes gain 8% Health, Attack Damage, and Ability Power. Stargazers gain more. (Gold Earned: ) (3) 1 gold, 2% HP, 10% ADAP (4) 2 gold, 8% HP, 15% ADAP (5) 4 gold, 15% HP, 25% ADAP (6) 6 gold, 22% HP, 30% ADAP More hexes reveal at each player level
Replicator abilities occur a second time at reduced effectiveness. (2) 22% strength (4) 45% strength
Vanguards gain 5% Durability while Shielded. Combat start and 50% Health: Gain a max Health Shield for 10 seconds. (2) 16% max Health (4) 30% max Health (6) 40% max Health; 8% Damage reduction while Shielded
Gain Psionic items that can be equipped to any ally. (2) Gain the (4) Gain the , Psionic items gain extra effects on Psionic units
Enemies have 10% less Armor and Magic Resist.
(2) When you lose, gain free rerolls. When you win, store XP in a Temporal Core (scales with stage). (3) AND Allies gain 25% Attack Speed. (4) AND Timebreakers gain an additional 40% Attack Speed Rerolls on Loss: XP on Win:
Your team gains 5% Omnivamp. Marauders gain more Omnivamp, Attack Damage, and their Omnivamp overhealing is converted into Shield (up to 25% max Health.) (2) 5% Omnivamp, 20% AD (4) 7% Omnivamp, 40% AD (6) 10% Omnivamp, 60% AD.
When you field Miss Fortune, choose between Conduit Mode, Challenger Mode, and Replicator Mode. Miss Fortune has a unique ability based on her mode and gains the associated trait.
After losing a player combat, gain 20 Tech, plus additional Tech equal to 5 times the length of your loss streak. Additionally, gain 2 Tech per Anima takedown. Each time Animas get 100 Tech, they prototype new Anima Weapons. You can take them, or save your Tech to get more powerful weapons next time. (3) Start Researching! (6) After winning a player combat, gain loot!
Innate: Fateweavers have Precision. (2) Chance effects on abilities are Lucky. (4) Gain 20% Crit Chance and 20% Crit Damage. Critical strikes are also Lucky. Lucky: Check twice and take the better outcome.
Zed is obtained from the Invader Zed augment. While at least one clone is alive, Zed gains 40% bonus Attack Damage.
Summon a placeable relic. At the start of combat, it grants adjacent allies a 10% max Health shield and 10% Attack Speed.
(1) Sona gives you a random Command Mod every 2 rounds which allows you to alter the way an ally behaves during combat. Command Mods last 2 player combats even if they are not equipped.
Stargazers chart a different constellation every game. This game: The Medallion. (3) Allies in empowered hexes gain 12% Damage Amp, which increases by 6.5% for each 3-star ally. (Current Bonus: % Durability) More hexes reveal at each player level
Stargazers chart a different constellation every game. This game: The Huntress. Combat Start: Mark the highest Health enemies. Allies in empowered hexes gain 15% Attack Speed. Stargazers in empowered hexes gain more and heal for 10% of their max Health when a marked enemy dies. (3) 10% AS, 3 marks (5) 30% AS, 5 marks (7) 45% AS, 7 marks More hexes reveal at each player level
Stargazers chart a different constellation every game. This game: The Serpent. Allies in empowered hexes gain 5% Durability. Stargazers in empowered hexes gain more and poison enemies, repeating a portion of damage dealt as magic damage over 3 seconds. (3) 5% Damage reduction, 25% poison damage (5) 10% Damage reduction, 40% poison damage (7) 15% Damage reduction, 60% poison damage More hexes reveal at each player level
Stargazers chart a different constellation every game. This game: The Altar. (3) When ANY champion dies, they are sacrificed to the Altar. Allies in empowered hexes gain 8% Health and 8% Attack Speed. After 60 sacrifices, Stargazers in empowered hexes gain an additional 20% HP and 18% AS Sacrifices: ( / 60) More hexes reveal at each player level
Stargazers chart a different constellation every game. This game: The Fountain. Allies in empowered hexes gain 1 Mana Regen. Stargazers in empowered hexes gain more and heal the lowest Health ally with their abilities. (3) 1 Mana, 18% ability damage heal (5) 5 Mana, 25% ability damage heal More hexes reveal at each player level
Rogues gain Attack Damage and Ability Power. The first time they fall below 50% health, they slip into shadows. Enemies targeting them are redirected to a nearby unit, preferring Tanks. (2) 12% AD AP (3) 25% AD AP (4) 40% AD AP (5) 55% AD AP
(2) Dark Stars create a black hole that consumes enemies at 8% max health. (4) AND they gain 45% ADAP. (6) AND the strongest Dark Star unit goes supermassive, gaining 85% effectiveness from Dark Star, and creates 2 minor Black Holes. (9) All Dark Stars are supermassive. At level 10, CONSUME EVERYONE.
(2) Dealing damage spawns Swarmlings based on unique Primordian star level. (3) Spawn 45% more Swarmlings! After each player combat, gain a random 1 or 2-cost champion. 8% of damage taken contributes to damage dealt.
(1) Groovians can enter . While in it, they gain Attack Speed and max Health Regen, increased per Groovian on your team. (3) All Groovians start combat in for 3 seconds. (5) Each second spent in grants 5% stacking Attack Damage and Ability Power. (7) Increase these effects by 10%! (10) : % AS, %
Scribe a unique divine law, allowing you to choose an effect to apply to Arbiters when a chosen cause occurs. (2) Choose a cause and effect for your law (3) Effects are stronger.
Stargazers chart a different constellation every game. This game: The Mountain Every 5 player combats, gain a Stargazer Emblem. Stargazers in empowered hexes gain various bonuses. (Combats Remaining: ) (3) Gain 12% Health (4) AND 12% Attack Damage and Ability Power (5) AND 12 Armor and Magic Resist (6) AND 12% Attack Speed (7) AND 6% Durability (8) AND increase all other bonuses by 10% More hexes reveal at each player level
Shepherds summon the Bond of the Stars to aid them in battle. (3) Summon Bia (5) Summon Bayin (7) Bia and Bayin's bond grows deeper Bia and Bayin's power are increased by the total star level of all Shepherds.
(1) For each non-unique trait you have active, your team gains 2%/2.5%/3% Attack Speed, and 2/2.5/3 Armor and Magic Resist. Teamwide Attack Speed: % AS Teamwide Resists: ArmorMR
Your team gains 5% Health. Brawlers gain more. (2) +20% maximum Health (4) +40% maximum Health (6) +60% maximum Health
Your team gains 15 Armor and Magic Resist. Bastions gain more, and the value doubles in the first 10 seconds of combat. (2) 16 ArmorMR (4) 40 ArmorMR (6) 60 ArmorMR; Non-Bastions gain an additional 20 ArmorMR.
Meeple attract Meeps that empower Meeple abilities in meepy ways. They also gain bonus Health. (3) 2 %i:set14AmpIcon%, 100 HP (5) 3 %i:set14AmpIcon%, 400 HP (7) 4 %i:set14AmpIcon%, 400 HP. Create a Cloning Slot on your bench. Gain gold and a 1-star copy of the champion placed there when cloning completes. (10) 6 %i:set14AmpIcon%, 500 HP. SUMMON THE FOUR MEEPLORDS! Cloning time = Champion cost
Innate: Conduits gain 20% additional Mana from all sources. Your team gains Mana Regen, increased for Conduits. (2) 1 Mana | 3 Mana (3) 1 Mana | 5 Mana (4) 2 Mana | 7 Mana (5) 3 Mana | 9 Mana
Innate: Mecha units can transform into their Ultimate form, upgrading their ability and gaining 50% Health. Transformed Mechas take up two team slots and count twice for the Mecha trait. (3) Energy Cells: Mechas gain 20% ADAP. (4) Overclocked Cells: Increased to 35% ADAP. (6) Precision Engineering: +1 max team size Use the Mecha-Former item to toggle the forms of your Mecha units
After participating in combat, open an armory to purchase a permanent upgrade for your strongest Graves. Every 3 upgrades, future upgrades will take an additional round. Next Upgrade: Rounds.
Stargazers chart a different constellation every game. Stargazers in empowered hexes gain various bonuses, starting at (3) units. More hexes reveal at each player level.
Combat Start: Your Tanks gain a Shield for 15 seconds. Your other allies gain Damage Amp. Voyagers gain double. (2) 175 Shield; 9% Durability (3) 250 Shield; 15% Durability (4) 350 Shield; 18% Durability (5) 500 Shield; 22% Durability (6) 700 Shield; 27% Durability
Once per combat, after falling below 45% percent Health, become untargetable and repair 15% max Health per second. Upon reaching full Health, or when no other allies remain, return to combat. If fully healed, for the rest of combat Blitzcrank is in and Party Crasher's passive fires bolts four times as fast.
(2) 6 seconds into combat, N.O.V.A. grant a power surge to allies based on champions. (5) Gain a Striker selector. The chosen N.O.V.A. activates their Strike during the power surge. Aatrox: Ally Damage 30% Shred and Sunders enemiesAatrox: Shred and Sunder enemies Caitlyn: Grant allies 20% Attack SpeedCaitlyn: Grant Attack Speed Akali: Allies gain PrecisionAkali: Allies gain Precision Maokai: Allies heal 12% max HealthMaokai: Heal allies Kindred: Shield the strongest Tank for 800Kindred: Shield an ally Emblem: Allies deal 10% stacking bonus true damageEmblem: Deal bonus true damage
Every 3 rounds, Tahm Kench grants a reward! Rounds Remaining: Last Reward:
Snipers gain Damage Amp, increased against targets farther away. (2) 18% Durability; +2% Durability per hex (3) 24% Durability; +3% Durability per hex (4) 28% Durability; +4% Durability per hex
Your Tactician heals for 15% of player damage dealt from winning. Fiora always wins a one on one duel.
Allies take 5% less damage from abilities, increased to 10% while Morgana is in Dark Form.
+30 Armor · +30 Magic Resist · +200 Health Every 15% max health lost, fire crescent projectiles in a line dealing physical damage equal to 50% of the holder's Armor and Magic Resist. Steal 4 Armor and Magic Resist from all enemies hit. Recommended Roles: Attack or Magic Tank
+10% Attack Damage · +10% Omnivamp Attacks hit the target and all adjacent enemies for 30% of Basic Attack Damage. Omnivamp applies 150% to this damage. Briar Bonus: If this item is equipped on Briar, on cast this effect happens 6 times.
+15% Attack Damage · +45% Attack Speed Every attack, fire 3 laser blasts random targets in range, dealing 40% of the holder's Attack Damage as physical damage. Recommended Role: Attack Marksman

Gain a 2-star Jinx

Gain a 2-star Aurora

Gain a 1-star Aurora

Gain a 1-star Illaoi

Gain a 3-star Fiora

Gain a 1-star Fiora

Gain a 3-star Briar

Gain a 2-star Briar

Gain a 1-star Briar

Gain a 2-star Fiora

Gain a 3-star Jinx

Gain a 2-star Illaoi

Gain a 1-star Jinx

Gain a 3-star Illaoi

Gain a 3-star Aurora
+10% Attack Damage · +40 AP For every 20 mana spent, fire a projectile at a nearby enemy, dealing X + 75% of the holder's Ability Power magic damage and applying 1% Burn and 33% Wound to enemies for 3 seconds. Damage increases based on Stage. Burn: Deals a percent of the target's max Health as true damage every second Wound: Reduces healing received Recommended Role: Magic Caster
+30 Armor · +30 Magic Resist · +550 Health The first time you fall below 90%, 60%, 40%, and 20% health, gain a 20% max health shield for 4 seconds. When this happens, release a frost nova that stuns enemies within 2 hexes for 2 seconds and deals magic damage equal to 15% of their max Health. The radius increases by 1 each nova. Recommended Roles: Attack or Magic Tank
+30% Attack Damage · +30 AP Store 20% of damage dealt. Every 6 seconds and on death, deal the stored damage as true damage to all enemies, reduced by 5% for each hex they are from the epicenter. Recommended Roles: Attack or Magic Caster
+15 AP Every 3 seconds, fire a bolt at a random enemy in Attack Range, dealing X magic damage. Aurora Bonus: If this item is equipped on Aurora, she gains 9 Ability Power when the bolt hits. Damage increases based on Stage.
+800 Health Gain 18% max Health. Every second, deal magic damage in a 2 hex radius equal to 5% of the holder's max Health, and gain max Health equal to 20% of damage dealt. Radius increases every 6 seconds. Recommended Roles: Attack or Magic Tank
+400 Health Gain 20% max health. Every second, deal magic damage in a 1-hex radius equal to 3% of the holder's max Health. Radius increases every 6 seconds. Recommended Roles: Attack or Magic Tank
+10% Attack Damage Every 30 Mana spent, fire a barrage of 4 rockets at the target, each dealing 30% AD physical damage. Jinx Bonus: If this item is equipped on Jinx, instead replace all ability bullets with rockets that deal 45% increased damage.
+30% Attack Damage · +20% Attack Speed Every 3 attacks, fire 10 batblades split between the 3 nearest enemies. Each blade deals 50% AD physical damage. Recommended Role: Attack Marksman
+30% Attack Damage · +50% Attack Speed Every 5 attacks, fire 30 chromablades split between all enemies. Each blade deals 50% AD physical damage. Recommended Role: Attack Marksman
+20% Attack Damage · +25% Attack Speed · +35% Crit Chance Gain Precision. Every 4 critical strikes, fire 5 piercing arrows that can critically strike towards the target. Each deals 80% AD physical damage. Max 3 stacks per Ability cast. Recommended Roles: Attack Marksman or Fighter
+30 Armor · +30 Magic Resist · +250 Health The first time you fall below 70% and 35% health, gain a 25% max health shield for 4 seconds and release a frost nova that stuns enemies within 3 hexes for 2 seconds. Recommended Roles: Attack or Magic Tank
+100 Health Combat start: Gain a 15% max Health shield.
+15 AP Every 5 seconds, this item loses 3 Ability Power and gains 1 Mana Regen.
+30% Attack Damage · +50% Attack Speed · +50% Crit Chance Gain Precision. Every 3 critical strikes, fire 6 piercing arrows that can critically strike towards the target. Each deals 100% AD physical damage. On takedown, fire a burst of 12 arrows from the target. Max 3 stacks per Ability cast. Recommended Roles: Attack Marksman or Fighter
+10% Attack Damage Every 4 seconds, gain 30% Attack Speed for 4 seconds.
+30% Attack Damage · +30 AP · +40 Armor · +40 Magic Resist Gain 6 orbiting razors. Razors deal X true damage, and 30% Shred and Sunder enemies for the rest of combat. Deal 30% increased damage to Shredded or Sundered enemies. Damage increases based on Stage. Recommended Roles: Attack or Magic Fighter
+150 Health Every 5 seconds, summon a tentacle that slams down on the target, dealing X physical damage and healing the holder for 12% max health. Illaoi Bonus: If this item is equipped on Illaoi, an additional tentacle slams targets drained by her ability at 35% effectiveness. Damage increases based on Stage.
+20% Attack Damage · +30 AP Store 20% of damage dealt. On death or after 18 seconds in combat, deal the stored damage as true damage to all enemies, reduced by 15% for each hex they are away from the epicenter. Recommended Roles: Attack or Magic Caster
+100% Attack Damage · +100 AP · +100% Attack Speed · +100 Armor · +100 Magic Resist · +10000 Health · +75% Crit Chance · +100% Omnivamp The pinnacle of Anima technology.
+20% Attack Damage · +20 AP · +15 Armor · +15 Magic Resist Gain 3 orbiting razors. Razors deal X magic damage, and 30% Shred and Sunder enemies for 4 seconds. Deal 10% increased damage to Shredded or Sundered enemies. Damage increases based on Stage. Recommended Roles: Attack or Magic Fighter
+40% Attack Damage · +40 AP For every 15 mana spent, fire a projectile at a nearby enemy dealing X + 50% of the holder's Ability Power magic damage, and applying 1% Burn and 33% Wound to enemies for 10 seconds. Each projectile leaves a lingering field that deals X magic damage to enemies each second. Damage increases based on Stage. Burn: Deals a percent of the target's max Health as true damage every second Wound: Reduces healing received Recommended Roles: Magic Caster
+35% Attack Damage · +75% Attack Speed Every attack, fire 9 laser blasts random targets in range, dealing 40% of the holder's Attack Damage as physical damage. Recommended Roles: Attack Marksman
+40 Armor · +40 Magic Resist · +400 Health Every 15% max health lost, fire crescent projectiles in 3 lines dealing physical damage equal to 50% of the holder's Armor and Magic Resist. Steal 10 Armor and Magic Resist from all enemies hit. Recommended Roles: Attack or Magic Tank

Party Animal Space Groove Vanguard

Dark Lady

Dark Star Replicator Shepherd

N.O.V.A. Fateweaver

Mecha Conduit

Arbiter Vanguard

N.O.V.A. Challenger

Timebreaker Rogue

Redeemer

N.O.V.A. Bastion

Doomer

Meeple Voyager Shepherd

Space Groove Vanguard

Factory New

Meeple Bastion

Dark Star Brawler

Stargazer Fateweaver

Anima Challenger

Stargazer Rogue

Space Groove Replicator

Space Groove Rogue

Arbiter Vanguard

Meeple Conduit

Meeple Bastion

Dark Star Brawler

Dark Star Vanguard Conduit

Stargazer Rogue

Arbiter Conduit

Arcana Brawler

Space Groove Shepherd

Meeple Replicator

Timebreaker Sniper

Timebreaker Fateweaver

Anima Vanguard Shepherd

Primordian Rogue

Arbiter Challenger

Psionic Conduit

Psionic Marauder

Gun Goddess

Galaxy Slayer

Meeple Sniper

Space Groove Shepherd

Stargazer Replicator

Meeple Rogue

Psionic Voyager

Anima Voyager

N.O.V.A. Bastion

Primordian Brawler

Primordian Challenger Marauder

Dark Star Rogue

Stargazer Bastion

Stargazer Vanguard

N.O.V.A. Brawler

N.O.V.A. Marauder

Primordian Brawler

Space Groove Bastion

Arbiter Shepherd

Meeple Replicator

Stargazer Fateweaver

Stargazer Sniper

Space Groove Vanguard

Divine Duelist Anima Marauder

Primordian Rogue

Meeple Bastion

Mecha Brawler Marauder

Dark Star Replicator Shepherd

Destroyer Dark Star Sniper

Psionic Brawler

Mecha Voyager

N.O.V.A. Fateweaver

Commander Psionic Shepherd

Timebreaker Sniper

Bulwark Bastion

Dark Star Voyager

Space Groove Sniper

Meeple Fateweaver

Timebreaker Brawler Replicator
Evolve the holder, granting an effect based on their role. Tank: Gain 1100 health and grow in size. Marksman: Gain 60% Attack Speed. On cast, knock back their target if within 3 hexes of them. Fighter/Assassin: Gain 30 Ability Power & 30% Attack Damage. Triple it when below 85% Health. Caster: For every 50 Mana spent, throw a 2-hex fireball that deals 6% max Health true damage, 33% Wounds, and 1% Burns for 5 seconds. Specialist: Gain 6 stars that orbit this champion. Each star deals 85 magic damage and the orbit expands to hit the champion's current target.