Consumables

Description

Consumables are objects you use once, and then they are gone.

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They are not a piece of equipment you leave on a champion. Three kinds turn up.

Item Reforger: It unequips all items and randomly transforms them into new ones of a similar type and quality. So an Emblem comes back as a different Emblem, not as something from another class.

Magnetic Remover: You use it on a champion to unequip all of that champion's items. It cannot be used on a champion that is already fighting.

Stat consumables: The jars, bags and sacks hand out a third kind. Each one gives a champion a permanent stat. The stat is one of these.

  • Attack Damage or Attack Speed.
  • Ability Power or Mana Regen.
  • Armor and Magic Resist.
  • Health.

Note: They sit on the item bench, but an effect that reads the bench does not have to count them. The augment that pays you for keeping your bench clear treats a bench holding nothing but consumables as empty.

What enables Consumables (20)

Augments that grant Consumables (9)

Prismatic (3)

  • Min-Max Prismatic
    Gain a Golden Item Remover, 4 random components, and 4 gold.
  • Choose 1 of 5 Radiant Items. Gain a Magnetic Remover.
  • Gain 3 random Emblems, a Reforger, and 4 gold.

Gold (4)

  • Gain 3 random components, 2 gold, and 1 Reforger.
  • Gain a Lucky Item Chest, a Magnetic Remover and 7 gold.
  • Gain 3 gold. After each player combat, if there are no items on your bench (other than consumables), gain 2 XP.
  • Gain 4 gold and 10 XP now. After each player combat, if there are no items on your bench (other than consumables), gain 2 XP.

Silver (2)

  • Gain a random Emblem and a Reforger.
  • Champions on your board permanently transform into random champions 1 cost tier higher (max 5). Gain 2 Magnetic Removers and 3 free rerolls.

Wisps that grant Consumables (11)

  • Gain 2 consumables that give permanent Armor and Magic Resist or Health.
  • Gain 1 consumable that gives permanent Armor and Magic Resist or Health.
  • Gain 3 consumables that give permanent Armor and Magic Resist or Health.
  • Gain 1 Item Reforger.
  • Gain 2 consumables that give permanent Attack Damage or Attack Speed.
  • Gain 1 consumable that gives permanent Attack Damage or Attack Speed.
  • Gain 3 consumables that give permanent Attack Damage or Attack Speed.
  • Gain 2 consumables that give permanent Ability Power or Mana Regen.
  • Gain 1 consumable that gives permanent Ability Power or Mana Regen.
  • Gain 3 consumables that give permanent Ability Power or Mana Regen.
  • Gain 2 gold and a Magnetic Remover. Your opponent gains 2 gold and a Magnetic Remover.

See also

Frequently asked questions

External references