Champion Grant

Description

A champion grant is a champion handed to you that is yours to keep.

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It lands on your bench or board like one you bought:

  • It holds items.
  • You place it where you like.
  • You can sell it or star it up.

Augments and wisps are almost the whole supply. They say what you get in different ways:

  • A champion of a named cost tier.
  • A champion at a named star level.
  • A champion named outright.
  • A copy of one you already own.
  • A pile of champions worth a stated amount of gold.

Some hand over once. Some keep paying, every round or every time you level up.

Note: Two near neighbours are not a champion grant. A unit that only exists while the fight lasts is a summon, not a gift. A champion of yours turning into a different champion is a swap, not an arrival, because your roster never grew. An item with the word Champion in its name is still an item.

What enables Champion Grant (64)

Augments that grant free champions (50)

Prismatic (6)

  • Gain a 2-star champion and 1 gold each time you level up. The champion's cost tier is your level minus 4 (max: 5-cost).
  • Build-a-Bud Prismatic
    Gain a random 3-star 1-cost champion. Gain 6 gold.
  • Hard Commit Prismatic
    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) and 3 gold.
  • Gain a package containing a 5-cost champion, a 2-star 1-cost champion, and 5 gold.
    
    At the start of the next 2 stages, gain the package again.
  • Gain 2 copies of a random 2-cost champion. Gain another copy of them at the start of each round for the rest of the game.
  • Open an armory and choose one of 3 traits. Gain a Lux with that trait and a Spear of Shojin.
    
    Traits on your board are more likely to appear in the armory. Lux provides +2 to her chosen trait

Gold (30)

  • Gain a 3-cost non-Tank champion and an Emblem that matches their class.
  • Gain a random 2-star 2-cost champion. At Level 6, gain a random item component. At Level 9, gain a random 2-star 5-cost champion.
    
    Inkborn Fables Tactician's Crown, 2024
  • Gain 12 gold of random champions. (At least one 3-cost guaranteed!)
  • Gain 18 gold of random champions. (At least one 4-cost guaranteed!)
  • Gain 26 gold of random champions. (At least one 5-cost guaranteed!)
  • Gain 4 1-cost champions now. If your bench is full at the end of player combat, gain 3 XP.
  • Gain 7 gold, 1 2-star 1-cost champion, 1 2-cost champion, 2 3-cost champions, 1 XP, and 1 Shop reroll.
  • Gain 2 random 5-cost champions and 2 copies of a random component.
  • Gain a random 4-cost champion. For each item equipped to that champion, your team gains 100 health.
  • Gain a 2-star 1-cost Tank champion and an Emblem that matches their class.
  • Gain two 5-cost champions. If you field at least one 5-cost champion, your 1 to 4-cost champions gain 8% Durability.
    
    K.O. Coliseum Tactician's Crown, 2025
  • Each round, gain a 1-star copy of the first champion you killed last combat. The first time you gain 21 gold worth of champions in this way, gain a Thief's Gloves.
  • Gain a 2-star 2-cost champion. After dealing 80 player damage, gain a chest of high cost champions and items.
  • Gain a random 1-cost champion. Gain another copy of them at the start of each round for the rest of the game.
  • Primal grants an additional Blessing. Gain a Vi now and a Nidalee after 3 rounds.
  • Primal grants an additional Blessing. Gain a Vi now and a Sivir after 3 rounds.
  • Primal grants an additional Blessing. Gain a Vi and a Nidalee.
  • Primal grants an additional Blessing. Gain a Vi and a Sivir.
  • When you buy a Wisp, gain a random Blossom champion based on the Wisp's cost. Gain a Yunara, a Yorick, and a Karma.
  • When you choose to continue gathering Coven essence, heal 2 Tactician health. Gain a Camille, an Elise, and a Caitlyn.
  • Converting Coven Essence to rewards grants Coven champions Ability Power instead of loot. Gain a Camille, an Elise, and a Caitlyn.
  • Fae pixies are now larger and grant 50% more Attack Damage and Ability Power. Fae champions gain 10% Attack Damage and Ability Power immediately. Gain a Xayah and a Rakan.
  • The first 3 times you sacrifice a champion in the Blackthorn hex, gain a copy of a random component they're holding. Gain an Azir, Veigar, and a Rek'Sai.
  • Champions that start combat adjacent to an Elderwood plant gain 15% Attack Speed and heal 2% of their maximum Health every 2 seconds. Gain an Alistar, an Ornn, and a Xayah.
  • You can now choose a second Alpha Riftbeast. Alpha Riftbeasts gain 15% max Health and 12% Attack Speed. Gain a Scuttlecrab, a Cinderling, and a Pebbles.
  • While Sprykin is active, gain a second BFF summon that is 45% as powerful. Gain a Teemo, a Veigar, and a Kobuko.
  • Your Lunar champions gain 100 Health and 8% Damage Amp for each unique Solar champion fielded. Gain a Leona, a Kayle, and a Diana.
  • Your Lunar champions gain 100 Health and 8% Damage Amp for each unique Solar champion fielded. Gain a Leona, a Kayle, and an Aphelios.
  • You can field Rengar and Kha'Zix together with no penalties, and they gain bonuses when the other casts. Gain a Rengar and a Kha'Zix.
  • The first time you 3-star a champion, gain a copy of them each round for the rest of the game. 3-starring the same champion again grants additional copies. Gain a Lesser Champion Duplicator.

Silver (14)

  • Gain a random 2-cost champion now. Gain the same one again every time you level up.
  • Dummify Silver
    Lose all champions on your board and bench. Gain a Training Dummy with 60% of their combined health. The dummy gains 1150 Health per stage. Gain a random non-tank 2-star 2 cost champion.
  • At the start of every round, lose the champion in the rightmost bench slot. After losing 33 gold of champions in this way, gain a powerful reward. Gain a 3-cost champion now.
  • Gain a random 2-star 2-cost champion and 1 gold.
  • Gain a copy of each 1-cost champion.
  • Gain 1 random component, 2 gold, and 1 random 5-cost champion.
  • Gain 2 1-cost champions, 1 2-cost champion, and 1 3-cost champion.
  • Twice per stage, gain a random champion. Its cost increases by Stage. This effect ends after receiving 1 5-cost champion.
  • Gain 3 2-cost champions. After 6 rounds, gain 3 more.
  • Gain 3 3-cost champions. After 6 rounds, gain 3 more.
  • Gain 3 4-cost champions. After 6 rounds, gain 3 more.
  • Gain a Leona, a Kayle, and a Sejuani. Leona gains 70 permanent max Health each round, increased by 10 for each unique 3-star champion fielded.
  • Flame On Silver
    Your 1 and 2-cost Inferno champions gain 0.2 Attack Damage and Ability Power. The one who did the most damage last combat gains double. Gain a Varus and an Akali.
  • Your Tactician loses 20 Health, but after 5 player combats, gain 3 4-cost champions and 5 gold.

Wisps that grant free champions (14)

See also

Frequently asked questions

  • A gift says I get a 3-cost champion. What does the cost tier actually decide?

    The cost tier is both the shop price and the rarity band. A champion costs its tier in gold.

    Higher tiers hold stronger champions, and levelling up is what opens access to them. They are also far rarer. The stock every player shares holds:

    • Thirty copies of each one-cost champion.
    • Only ten copies of each four-cost champion.
    • Only nine copies of each five-cost champion.

    So higher-tier champions are much harder to star up.

    A gift naming a tier rolls a random champion inside that band.

  • A gift says 2-star. Do I get it fully formed, and what does that cost the shared stock?

    Yes. You get it already upgraded, so you skip collecting it.

    • Three copies of a one-star champion combine into a two-star.
    • Three two-stars combine into a three-star, so a three-star takes nine copies in all.
    • A two-star gift therefore hands you three copies at once.

    Copies only merge with others at the same star level.

    Note: three stars is the collecting ceiling. Still, one of this set's traits can lift a three-star unit to four stars while a fight is running.

  • Does a champion handed to me come out of the same stock everyone else rolls from?

    Published sources are not specific on this. They cover the shared stock itself, not specifically where a gifted champion is drawn from.

    What the stock rules do say:

    • All players share one stock of champions.
    • Each champion can be found only a set number of times, based on its tier.
    • Every copy taken is gone from the shops until it returns.

    It bites hardest at the top tiers, where only nine or ten copies of each champion exist. That is why a champion several players chase can be nearly impossible to collect.

  • My bench is full when a champion is handed to me. Is it lost?

    No. The bench holds nine champions, and a champion that arrives with no room is not lost.

    If your bench and board are both full, the arriving champion is placed on the board anyway. It goes into an available space on the bottom row, and stays there only temporarily.

    Make room before the round starts:

    • Sell something.
    • Merge copies.

    Note: once a bench slot frees up, units above your team-size cap are moved back to the bench automatically. They are picked at random, up to the space available.

  • Is a champion I was given the same as one that appears during a fight?

    No. A champion you are given is yours to keep.

    • It takes one of your nine bench slots, or a board hex.
    • It can hold up to three items.
    • It sells back for gold.

    Traits in this set instead place summoned units on your board. Those are granted by the trait, not bought from the shop. A copy made during a fight works the same way.

    Note: a champion that permanently turns into a different champion is a swap. Your roster never grew.

  • A gift pays every round or every time I level. Does it pay for levels I already reached?

    No. A repeating reward pays from the moment you pick it, and never for anything already behind you.

    You choose these rewards at fixed points in the game. A repeating one pays from that moment on. Its own text says it pays each round, or for the rest of the game.

    • Nothing is paid out for rounds or levels already behind you.
    • A threshold you have already passed does not fire.
    • Payouts tied to a round count arrive when that count fills, and you cannot rush them.

    Note: read whether a reward pays once or keeps paying.

  • When is a free champion actually bad for me?

    When it costs you space and fit.

    A random champion arrives with no items, and it may not match your traits. Fielding it can be worse than what already holds that spot.

    Champions you will never field still eat bench slots, and you only have nine.

    Selling is the release valve:

    • One-star champions sell back for their full gold value.
    • One-cost champions also sell back for their full gold value.
    • Anything else loses one gold.

    Note: late on, board strength matters more than hoarding gold.

  • A gift says a Tank champion, or a non-Tank one. What decides that?

    A stored role on the champion. Every champion carries a role, the job it is built to fill, taken from a short fixed list that includes Tank.

    A reward naming Tank or non-Tank filters on that stored role.

    It is not:

    • A trait. This set has no trait called Tank, so there is nothing else it could mean.
    • A measure of how much health the champion happens to have.

    Note: a champion permanently swapped for another simply carries the new champion's role.