Description
An item that gives the champion holding it one extra trait, so that champion counts toward that trait's breakpoints on top of the traits it already had. Every emblem also carries ordinary combat stats, and most add a small bonus effect of their own. Most are craftable — a Spatula or a Frying Pan plus one other component — but a few are not built by hand at all, and only arrive from an augment, a wisp, or another reward.
What enables Emblem (42)
Components (2)
Emblems (21)
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- +250 HP
- +15% AD
- +15% AP
The holder gains the Blackthorn trait.
The ally on the Blackthorn hex is sacrificed before combat, granting your champions Health. Blackthorn champions gain additional stats based on the sacrifice's Role, Star Level, and Cost.
- 2
- 175
- 4
- 300 ; Bonus is 30% stronger
- 6
- 550 ; Bonus is 60% stronger
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- +250 HP
- +10% AD
- +10% AP
The holder gains the Blossom trait.
After combat, your Wisps are empowered. Blossom champions gain Attack Damage, Ability Power, and 10% max Health.
- 3
- Wisps are upgraded, 12%
- 5
- Wisps are in every shop, 30%
- 7
- Gain 4 gold after buying a Wisp, 40%
- 9
- You can buy 2 Wisps per round, 45%
- 11
- Wisps overflow with power, 100%
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- +250 HP
The holder gains the Brawler trait. Attacks deal 2% of the holder's max Health as magic damage.
Your team gains 120 max Health. Brawlers gain more.
- 2
- 25%
- 4
- 40%
- 6
- 65%
-
- +150 HP
The holder gains the Coven trait.
Gather Essence by killing champions, plus more by losing player combat. Beginning at 40 Essence, choose to convert Essence to rewards or continue gathering Essence. Each reward requires increasing amounts of Essence.
- 3
- 2 Essence per kill, 18 Essence per loss
- 4
- 2 per kill, 25 per loss
- 5
- 3 per kill, 32 per loss
- 7
- 10 per kill, 60 per loss
-
- +30 Armor
- +30 MR
The holder gains the Defender trait. Combat Start: Gain 6% Attack Speed for every ally that starts in the front row.
Your team gains 12 Armor and Magic Resist. Defenders gain more.
- 2
- 25
- 4
- 60
- 6
- 120
-
- +35 Armor
- +35 MR
- +25% AS
The holder gains the Elderwood trait.
Gain placeable Elderwood plants.
- 3
- A Stonebark Tree and a Lifebloom
- 5
- A second Stonebark Tree and Stonebark Trees gain 200 Health
- 7
- and the Deepwood Protector
- 9
- Plants star up to 2-star
- 11
- Plants star up to 3-star and the forest comes to life
-
- +20% Crit
- +8% Crit Damage
The holder gains the Executioner trait. Damage executes enemies below 8% of their max Health.
- 2
- Executioners gain Precision and 15% Critical Strike Chance.
- 3
- Additionally, enemies bleed for 30% bonus true damage over 3 seconds.
- 4
- Bleed damage increased to 40%.
-
- +250 HP
- +15% AD
- +15% AP
The holder gains the Fae trait.
Your team's damage, healing, and shielding attracts Pixies. Each Pixie grants Fae champions Attack Damage and Ability Power, and after they fall below 50% Health, they heal for each Pixie.
- 2
- 5% and 2% Heal.
- 4
- 8% and 4% Heal. After attracting 7 Pixies, start attracting Golden Pixies instead which grant gold.
-
- +250 HP
- +2 Mana Regen
The holder gains the Flora Fatalis trait.
- 1
- 10 Mana
- 2
- and grant a 8% max Health heal to the lowest Health ally.
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- +250 HP
- +2 Mana Regen
The holder gains the Flora Fatalis trait. They gain double benefits from Flora Fatalis.
- 1
- 10 Mana
- 2
- and grant a 8% max Health heal to the lowest Health ally.
-
- +30% AD
The holder gains the Hunter trait. Takedowns grant 18% Attack Damage.
Hunters gain Attack Damage. If a Hunter hasn't swapped targets for 4 seconds, they gain 10% Damage Amp.
- 2
- 20%
- 3
- 30%
- 4
- 45%
- 5
- 65%
-
- +40% AS
The holder gains the Inferno trait.
Inferno damage Burns and Wounds enemies for 4 seconds. Inferno Burns stack with other Burns.
- 2
- 1% Burn, 33% Wound
- 3
- After combat, 1 of your shop slots without an Inferno champion ignites, rolling a champion one tier higher
- 5
- Ignite 2 shop slots, 2% Burn
- 7
- Ignite 4 shop slots, 3% Burn
-
- +3 Mana Regen
The holder gains the Invoker trait. On cast, gain Ability Power equal to 10% of Mana spent.
Your team gains Mana Regen, increased for Invokers.
- 2
- 1 Mana Regen | 3 Mana Regen
- 3
- 1 Mana Regen | 4 Mana Regen
- 4
- 2 Mana Regen | 6 Mana Regen
- 5
- 2 Mana Regen | 9 Mana Regen
-
- +350 HP
The holder gains the Juggernaut trait. Gain 15 mana whenever a Juggernaut dies.
Your team gains Durability. Juggernauts gain more.
- 2
- 4% Durability or 20% Durability
- 4
- 6% Durability or 30% Durability
- 6
- 8% Durability or 40% Durability
-
- +20% AS
- +3 Mana Regen
The holder gains the Lunar trait.
Lunar champions and adjacent allies gain Attack Speed and Ability Power. Lunar champions gain 100% more.
- 2
- 7% , 7%
- 3
- 10% , 10%
- 4
- 14% , 14%
- 5
- 18% , 18%
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- +250 HP
- +25% AS
- +20% Crit
The holder gains the Primal trait.
Choose one of four Primal Blessings.
- 2
- Choose a Primal Blessing.
- 4
- Choose another Primal Blessing.
-
- +20% AS
The holder gains the Rapidfire trait. Attacks deal 1% of the target's max Health as true damage.
Your team gains 10% Attack Speed. Rapidfire champions gain more on every attack, up to 10 stacks.
- 2
- +3% per Attack
- 3
- +5% per Attack
- 4
- +9% per Attack
- 5
- +15% per Attack
-
- +20 Armor
- +20 MR
- +20% AD
- +20% AP
The holder gains the Ravager trait. Gain 3% Damage Amp per 300 Health restored.
Ravagers gain 10% Omnivamp. Additionally, Ravagers deal bonus damage, doubled against units below 50% Health.
- 2
- 12% Bonus Damage
- 4
- 25% Bonus Damage
- 6
- 40% Bonus Damage
-
- +25% AP
The holder gains the Spellweaver trait. Gain 2 Mana whenever an ally casts their Ability.
Your team gains 10% Ability Power. Spellweavers gain more, plus extra Ability Power whenever a Spellweaver casts an Ability.
- 2
- 10% , +1% per cast
- 4
- 30% , +1% per cast
- 6
- 55% , +2% per cast
-
- +20 Armor
- +20 MR
- +10% AS
The holder gains the Sprykin trait. If the holder is riding the BFF, gain an additional 30% 20 20
Gain the Big Furry Friend. Drop a Sprykin on the BFF to pick its Rider.
- 3
- The Rider gains 15% and 15%
- 5
- 40% 35% , and 50% of the BFF's Ability applies to your Sprykin champions.
- 7
- 45% 45% , and 100% of the BFF's Ability applies to your Sprykin champions.
-
- +30 Armor
- +30 MR
The holder gains the Vanguard trait. If the holder survives 22 seconds in player combat, gain 1 player health.
At Combat Start and after dropping below 50% Health, Vanguards gain a max Health Shield for 10 seconds.
- 2
- 18% max Health
- 4
- 32% max Health
- 6
- 42% max Health. Gain 5% Durability while Shielded.
Augments (18)
Prismatic (7)
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Flexible Prismatic Gain 1 random Emblem. At the start of every Stage, gain a random Emblem. Your team gains 30 Health for each Emblem they are holding.
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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.
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Tactician's Kitchen Prismatic Gain a random Emblem. After 3 rounds, gain a Tactician's Cape.
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The Trait Tree Prismatic Gain 3 random Emblems and 2 gold.
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The Trait Tree+ Prismatic Gain 3 random Emblems, a Reforger, and 4 gold.
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Trait Ladder Prismatic Gain a random emblem. After fielding 2 non-unique traits in a player combat, gain a reward. Then increase the number of traits needed and the size of the reward.
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We Stick Together Prismatic Gain a random Emblem and a completed item anvil. Allies that share a trait with that Emblem gain 30% Attack Speed. Into The Arcane Tactician's Crown, 2025
Gold (9)
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Backline Blueprint Gold Gain a 3-cost non-Tank champion and an Emblem that matches their class.
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Consuming Flora Gold Gain a Flora Fatalis emblem. The champion holding the emblem gains double benefits from the Flora Fatalis trait. Gain 3 gold.
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Consuming Flora+ Gold Gain a Flora Fatalis emblem. The champion holding the emblem gains double benefits from the Flora Fatalis trait. Gain 3 gold.
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Frontline Foundation Gold Gain a 2-star 1-cost Tank champion and an Emblem that matches their class.
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Legion of Threes Gold Gain a random Emblem. Your 3-cost champions and all allies equipped with an Emblem gain 150 Health and 12% Attack Speed. Reckoning Championship, 2021
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Salvage Bin Gold Gain 1 random completed item now, and 1 component after 8 player combats. Selling champions breaks completed items into components (excluding Tactician's items and Emblems).
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Salvage Bin+ Gold Gain 1 random completed item now, and 1 component after 4 player combats. Selling champions breaks completed items into components (excluding Tactician's items and Emblems).
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Spreading Roots Gold Gain 2 random Emblems and 1 gold.
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Spreading Roots+ Gold Gain 2 random Emblems, a Reforger, and 2 gold.
Silver (2)
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Branching Out Silver Gain a random Emblem.
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Branching Out+ Silver Gain a random Emblem and a Reforger.
Wisps (1)
- Phantom Emblem Combat
Gain a temporary emblem of your most active trait.
See also
Frequently asked questions
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What exactly does an emblem do, and where do they come from?
An emblem is a finished item that gives its holder one extra trait. The holder then counts toward that trait's breakpoints on top of the traits it already had, so it is the usual way to reach a line you are one body short of. Every emblem also carries combat stats, and many add a small bonus. Most are built from one of the two special components plus one ordinary component; a few have no recipe and only arrive from an augment, a wisp or another reward.
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Can one champion hold two emblems, and does an emblem help a champion that already has that trait?
Two different emblems on one champion both work: it gains both traits and counts for both, filling two of its three item slots. The same emblem twice is not allowed — each emblem is unique, so a champion may equip only one copy. An emblem also adds nothing to a champion that already has that trait: a champion either has a trait or it does not. But the same emblem on two different champions does add two to the count.
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Does a trait switched on by an emblem count as fully as one a champion was born with?
Yes. The item says the holder gains the trait, so the holder is a member: it counts toward the breakpoints and receives whatever the trait gives its own members. The game does not track how the trait arrived. Two limits are worth knowing. Not every trait has an emblem, so some lines cannot be reached this way at all. And the trait rides on an item, so it switches off the moment the emblem leaves the champion.
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What happens to an emblem if I reroll or transform my items?
It comes back as another emblem. The consumable that unequips and rerolls a champion's items only reforges within a category: an emblem can only turn into another emblem, never an ordinary finished item, an Artifact, or a Radiant one. So the trait you hold changes, but the class does not — rerolling can never turn an emblem into a stronger kind of item.
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Can I take an emblem off a champion, or move it to a different one?
Not by hand — an equipped item stays on the champion. Two routes free it. Selling the holder returns its items to your inventory, so you can re-equip the emblem on someone else; you lose the champion, not the item. Or use the consumable that unequips a champion's items, which cannot be used on a board champion in combat. Either way the trait switches off as soon as the emblem leaves, so re-equip before the fight starts.
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Which champion should hold the emblem?
For the count it makes no difference — one extra body toward the breakpoint, whoever wears it. So choose on everything else the emblem brings. Its combat stats should suit the holder, and so should its bonus, since many emblems carry one. The granted trait's own member buff lands on the holder too, so give it to a champion that wants that buff. Skip a champion that already has the trait, and think twice before eating a carry's third item slot.
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Does the emblem still count if the holder sits on the bench?
Benched, no. Only champions on the battlefield take part in the fight and count toward your traits — the bench just stores the champions you are not fielding, and your level caps how many you can field at once. So an emblem on a benched champion gives nothing: not the trait, not the stats, not the bonus. Move the holder onto the board during the planning phase, before the round starts.
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Is an emblem ever the wrong pick?
Sometimes. It fills one of a champion's three item slots, so on a carry it replaces a real damage or defence item, and the trait has to be worth more than that. The two special components can instead be paired with each other to make an item that raises your team size by one, which is often the better use. And a breakpoint only pays when you truly reach it — one extra count that leaves you short buys nothing.