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Fish Frenzy Passive: For every 1% missing Health, gain 2 / 2 / 2.5% Attack Speed Active: Deal 130 / 195 / 310 physical damage to the target, increased by 50% if they're a tank.
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Tidal Slashes Unleash a flurry of 12 slashes at the current target over 2 seconds, dealing 23 / 35 / 52 physical damage each. -
Gun Goddess Arsenal Field Miss Fortune to choose whether she activates Conduit Mode, Challenger Mode, or Replicator Mode. The chosen mode determines her ability and her trait.
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Star Strike Reposition next to the target to strike the most enemies. Then throw 5 piercing kunai, each dealing 41 / 62 / 93 physical damage to the first enemy hit, reduced to 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 physical damage each second. Kunai increase the damage of the bleed by 12%. -
Ultra Friendly Object Summon a flying saucer over the current target that lasts 5 seconds. Each second it deals 220 / 330 / 3000 magic damage to the target, plus 135 / 205 / 1500 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 ? Meeple allies an additional Meep.
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Explosive Attitude Fire a barrage of 16 rockets in a cone, each dealing 32 / 49 / 77 physical damage to the first target hit. -
Test of Spirit Gain 450 / 525 / 650 Shield for 3 seconds. Over the duration, drain 55 / 85 / 130 Health from the nearest 3 enemies. Then slam down, dealing 80 / 120 / 180 magic damage to all enemies within 2 hexes.
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Hopped-Up Hacks Open a 2 hex rift containing the target, Hacking enemies within for 4 seconds and dealing 80 / 120 / 190 magic damage to each, plus 400 / 600 / 960 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.
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Perfect Bladework Passive: Every 2 attacks, reveal a Vital on the target. If a Vital exists, dash to attack it dealing 37 / 56 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 over 5 seconds. -
Slingshot Maneuver Passive: Every 5th attack, launch a returning boomerang at the target that travels two hexes past the first enemy it hits. It deals 245 / 370 / 605 physical damage, reduced by 75% per hit. Meep Bonus: ? Meeps attack alongside Gnar, dealing physical damage per second.
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Meep Bait Dash through the current target, dealing magic damage. Every third cast also summons a Mega Meep after a delay, briefly knocking the target up and dealing magic damage. Adjacent enemies take 50% damage. Meep Bonus: Add ? Meep to the bait, increasing Mega Meep damage by . -
Gravitational Spin Gain 675 / 825 / 2000 shield for 4 seconds. Then, strike enemies in a three hex line, dealing 50.5 / 75.75 / 711 magic damage. Meep Bonus: Reduce the damage of incoming attacks by ? . After being attacked 20 times, deal magic damage in a two hex radius.
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Huddle Up! Gain 400 / 475 / 575 Shield for 4 seconds. For the duration, allies within two hexes gain 15 / 25 / 60 Armor and Magic Resistance. Meep Bonus: Meeps grant 125 / 160 / 210 Shield to the nearest ? allies for 4 seconds.
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Asteroid Blaster Strafe to a nearby position, unleashing 21 missiles split between the target and all enemies within two hexes. Missiles deal physical damage with a 20% Lucky chance of firing a mega missile that deals instead. Meep Bonus: Every ? seconds, launch an Explosive Meep at the target, dealing 110 / 165 / 900 physical damage in a one hex radius on impact. Lucky: Check twice and take the better outcome.
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Meepteor Shower Call down a Meepteor on the target that deals 310 / 465 / 700 magic damage. Meep Bonus: An additional ? mini Meepteor are called down on nearby targets dealing 31 / 47 / 70 magic damage each.
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Stellar Slash Heal 325 / 400 / 650 , then deal 80 / 120 / 180 physical damage to the current target. N.O.V.A. Strike: Cleave the battlefield, briefly knocking up all enemies and dealing physical damage.
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Aim For The Head Passive: Attacks have a 15% Lucky chance to fire an empowered Headshot, dealing 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 physical damage. Lucky: Check twice and take the better outcome.
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Grasp of Convergence Passive: Gain 50% more max Health from all sources. Active: Converge an X-shape of vines on the target, dealing 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 bonus physical damage.
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Cosmic Pursuit Passive: Attacks and Abilities mark the target. When an enemy reaches 3 marks, Wolf consumes the marks, dealing 125 / 190 / 1000 physical damage. Active: Jump up to 1 hex away and fire arrows at the nearest 3 / 3 / 5 targets, each dealing 125 / 190 / 1000 physical damage. N.O.V.A. Strike: Gain 10% Damage Amp. Now and every 4.5 seconds after, add a mark to all enemies.
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Bullet Cluster Passive: On takedown, gain 10 mana. Active: Fire 16 missiles in a 2-hex radius around the current target, dealing 33 / 50 / 79 physical damage each. -
Singularity Gather the force of a black hole, dealing 570 / 855 / 5000 magic damage split between the target and the 2 / 2 / 4 closest enemies to them. The target takes an additional 180 / 270 / 1000 magic damage.
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Space Opera 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 45 / 68 / 688 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. -
Unstoppable Dreadnought Passive - Proximity Blast: Whenever an enemy enters a ? hex radius, fire a blast in a cone towards the closest adjacent hex that deals 85 / 125 / 200 physical damage with 30% falloff per hex. Each adjacent hex has a 5 second cooldown, and starts combat on cooldown. Active: Gain 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.
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Deathbeam Channel a deathbeam in a line towards the current target for 4 seconds. It deals magic damage per second, reduced by 80% per enemy it passes through. Deathbeam ignores 30% of the enemy's Magic Resist.
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Gravity Matrix Enter a defensive stance for 4 seconds gaining 20 / 20 / 60% Durability. While in the defensive stance, attract nearby enemy projectiles and heal 900 / 1300 / 3000 over the duration. When this ends, release a shockwave that deals as physical damage in a 2-hex range. -
Psionic Storm Channel a one-hex psionic storm that follows enemies for 5 seconds. Each second, it grows larger and deals 190 / 290 / 500 magic damage to enemies within, reduced by 60% per hex from the epicenter. -
Marked for Death 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 physical damage. Then, teleport behind them and cleave, dealing 210 / 315 / 720 physical damage to them and physical damage to nearby enemies. -
Psi Strikes Passive: Every third attack is a doubleslash that deals 70 / 105 / 550 bonus physical damage. Active: After brief meditation, enter a Psi-State for 5 seconds, gaining 10% Omnivamp, 70% Attack Speed, and increased movement speed. Twice a second, fire a psychic projection at a random nearby enemy that deals 70 / 105 / 800 physical damage
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Chemical Rage Heal over 2 seconds. Then, deal magic damage to target and enemies adjacent to them and 30% Chill them for 2 seconds.
- Slow
- Slow: Reduce Attack Speed
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Double Time Passive: Attacks deal 30 / 45 / 100 bonus magic damage and an additional 65 / 95 / 170 stacking magic damage over 6 seconds. While an enemy has 5 or more stacks, Teemo is in The Groove. Active: Gain 150% Attack Speed for 3 attacks.
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Groovin' Susan Transform for 6 seconds, temporarily gaining 250 / 350 / 550 max Health, entering The Groove, and dealing 30.02 / 45.02 / 70.02 magic damage to adjacent enemies each second.
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Dance n' Dice Passive: Attacks deal magic damage. Gwen is in The Groove while targeting an enemy below 40% Health. Active: Dash to a nearby hex to snip the lowest percent Health enemy, dealing 145 / 220 / 410 magic damage to the target and 75 / 110 / 190 magic damage to enemies in a cone. If this kills, dash and snip again at 65% damage!
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Jump and Jive Passive: Whenever an enemy is knocked up, shoot them, dealing physical damage and entering The Groove for 3 seconds. Active: Unleash a volley of bullets at the target, dealing 375 / 560 / 900 physical damage and knocking up for 1.25 seconds.
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Disco Inferno 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 125 / 200 / 500 Shield for 3 seconds, then breath fire in a cone dealing 180 / 270 / 430 magic damage. After any Shield on Ornn expires, Ornn enters The Groove for 3 seconds.
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Bubble Pop Toss a disco bubble at the target that deals 440 / 660 / 5000 split between enemies in a one hex radius. The explosion sends 3 globs towards nearby enemies that deal 110 / 165 / 1000 magic damage. On cast, Nami enters The Groove for 3 seconds.
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Party Crasher Passive: Every 2 / 2 / 0.5 seconds, call down a bolt on the highest Health nearby enemy that deals 60 / 90 / 150 magic damage. Active: Summon a disco ball at the largest clump of enemies, then knock up the current target into it, dealing 150 / 225 / 999 magic damage. They crash down into the disco ball, dealing 175 / 265 / 5000 magic damage in a three hex radius. Enter The Groove for 1 second per enemy hit.
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Psionic Crush Hurl a chunk of magnetic debris at the nearest target without one, dealing 300 / 450 / 999 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 120 / 180 / 999 magic damage, then crush all the debris onto the target, dealing 720 / 1100 / 9999 magic damage and briefly stunning them.
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Fate's Gambit 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 190 / 285 / 430 and 380 / 570 / 860 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.
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Diviner's Judgment Stab the target, causing them to bleed for 490 / 735 / 1135 physical damage over 18 seconds. After the attack, leap to the highest percent Health enemy within 3 hexes. -
Counter Star-ike Enter a defensive stance for 3 seconds, reducing incoming damage by 20 / 25 / 30 and gaining 400 / 450 / 500 Shield. When the stance ends, strike all nearby enemies, dealing magic damage and Stunning them for 1 / 1.25 / 1.5 second(s). -
It's Raining Stars Passive: Gain a different secondary effect each game based on the Stargazer constellation. Active: Call down something from the sky, dealing 150 / 225 / 360 magic damage to 3 nearby enemies and do some special effect based on this game's Stargazer Constellation.- Stargazer constellation secondary effects
- The data feed redacts Lulu's per-constellation secondary effect into "do some special effect". These are the seven variants — one is active per game, picked by the Stargazer constellation.
- The Huntress
- Apply 33% Wound and cause enemies to take 10% more damage for 5 seconds.
- The Mountain
- Briefly Stun them and deal 20 / 30 / 50% AP additional true damage.
- The Serpent
- Remove 4 / 6 / 8 Magic Resistance from enemies within 1 hex of each of them.
- The Altar
- Apply 30% Slow to them for 2 seconds.
- The Medallion
- Every 6 casts drops 1 / 3 / 5 gold.
- The Fountain
- Deal 50 / 75 / 125% AP additional magic damage to 3 other enemies.
- The Boar
- Deal 5% of their Health as bonus physical damage.
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Calamity Gain 475 / 575 / 2000 Shield for 4 seconds. Summon an astrolabe to crash down on a nearby hex, dealing 120 / 180 / 2000 magic damage to enemies within 2 hexes. Then, push the astrolabe towards the end of the board, dealing 100 / 150 / 2000 magic damage. All enemies hit by the astrolabe are knocked up for 1.5 / 1.75 / 8 seconds.
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Lend Me a Hand, Shadow! Passive: Every time Vex attacks, Shadow strikes a nearby enemy, dealing 30 / 45 / 250 magic damage. Whenever an enemy is struck 5 times by Shadow, Shadow strikes them again. Active: Shadow launches 3 empowered strikes, dealing 130 / 195 / 1000 magic damage instead.
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Time Warp Passive: This Ability adapts to Attack Damage or Ability Power, whichever is higher. Attacks deal physical damage. Active: Dash to a nearby hex, gaining 100 / 150 / 1200 Shield for 2 seconds and slashing adjacent enemies for physical damage. Every third cast, leap into the air and launch a wave of energy that deals physical damage to enemies in a line.
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Reality Tear Passive: On cast, attacks gain stacking bonus magic damage. Starting from the third cast, gain true damage instead. Active: Gain 200 / 250 / 3456 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 / 99% while allies within gain 80 / 80 / 999% Attack Speed, both rapidly decaying over 3 seconds.
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Mega Time Kick Kick a ball at the current target that deals 255 / 380 / 575 magic damage. On impact, the ball has a 100% Lucky chance to bounce to a new target dealing 85 / 130 / 190 magic damage. These bounces can trigger additional bounces, but the odds halve with each bounce. Lucky: Check twice and take the better outcome.
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Temporal Shot Active: Fire a blast at the current target that deals 174 / 261 / 397 physical damage. Every 8 takedowns, gain a drone that deals 8 / 12 / 18 physical damage to the current target on cast.
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Shield of Daybreak Gain Shield for 4 seconds. Bash the current target, dealing 100 / 150 / 225 magic damage and stunning them for 1.75 / 1.75 / 2 seconds.
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Paddle Star Fire a paddle star at the current target, dealing 73 / 110 / 180 magic damage to the first target hit and 34 / 51 / 77 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 5 times.
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Pale Cascade Passive: Attacks deal 52 / 78 / 135 bonus magic damage. Active: Gain 275 / 325 / 475 Shield and summon 3 encircling orbs for 3 seconds. Orbs deal magic damage to enemies they pass through, and rotate faster based on Attack Speed.
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Fracture Reality Passive: Attacks deal 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 80 / 120 / 750 magic damage. -
Accretion Deal magic damage to the lowest Health enemy in range and permanently gain 12 / 18 / 33 maximum Health. If this kills them, permanently gain 30 / 40 / 70 maximum Health instead.
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Dark Matter Hurl a shard towards the current target, dealing 250 / 375 / 600 magic damage to the first target it hits. After hitting its initial target or at its final destination, the dagger explodes dealing 50 / 75 / 115 magic damage to nearby targets.
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Quantum Clone Create a clone behind the target with 33 / 45 / 45% reduced max Health and 30 increased Mana cost. The clone inherits its creator's items, stats, and current Health, and can cast Quantum Clone.
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Meep Impact Heal Health over 3 seconds. Slam the target, dealing 160 / 240 / 360 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 ? .
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Indestructible Gain 300 / 375 / 500 Shield. Each second for the next 6 seconds, gain 75 / 90 / 105 more Shield and deal 45 / 70 / 100 magic damage to adjacent enemies. When this ability ends, consume the remaining Shield and heal for 40% of its value.
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Stellar Ricochet 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 the next 6 attacks. At the end, recall all Feathers split between the closest 3 enemies, dealing 51 / 77 / 960 physical damage each. Xayah's current target takes 25 / 40 / 200 additional physical damage per feather.
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Collateral Damage Passive: Attacks fire 5 projectiles in a cone that deal ? physical damage each. Active: Fire an explosive shell that deals 390 / 585 / 5555 physical damage to the target, and 165 / 245 / 4110 physical damage to adjacent enemies.
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Tounge Lash Passive: Once per combat after dropping below 35% Health, gain Shield for 4 seconds equal to 40% of healing received this combat. Active: Heal 300 / 360 / 1500 , then tongue lash all enemies within two hexes dealing 45 / 60 / 1500 magic damage. -
Divine Scythe Gain 20% Durability for 2 seconds, healing over the duration. Afterwards, slash forward in a line, dealing 120 / 180 / 300 physical damage to enemies hit and knocking them up for 1 second. -
Upheaval Heal , then briefly knock up adjacent enemies and deal 80 / 120 / 180 magic damage. -
Advanced Defences Gain 275 / 300 / 500 Shield and 15% Durability for 4 seconds. Over the duration, deal physical damage each second to enemies in a cone.
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Dark Form Transform for 3 seconds, gaining 525 / 625 / 2500 Health and tethering to nearby champions. Over the duration, deal 100 / 150 / 3000 magic damage to the closest 3 enemies and restore health to the closest 2 injured allies.
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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.
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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.
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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.
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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. More hexes reveal at each player level
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Replicator abilities occur a second time at reduced effectiveness.
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Vanguards gain 5% Durability while Shielded. Combat start and 50% Health: Gain a max Health Shield for 10 seconds.
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Gain Psionic items that can be equipped to any ally.
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Enemies have 10% less Armor and Magic Resist.
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Your team gains 5% Omnivamp. Marauders gain more Omnivamp, Attack Damage, and their Omnivamp overhealing is converted into Shield (up to 25% max Health.)
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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.
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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. Gain 85% Tech from losing if your partner wins a combat in Double Up.
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Innate: Fateweavers have Precision. Precision Lucky: Check twice and take the better outcome.
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Zed is obtained from the Invader Zed augment. While at least one clone is alive, Zed gains 40% bonus Attack Damage.
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Summon a placeable relic. At the start of combat, it grants adjacent allies a 10% max Health shield and 10% Attack Speed.
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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.
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Stargazers chart a different constellation every game. This game: The Medallion. More hexes reveal at each player level
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Stargazers chart a different constellation every game. This game: The Huntress. Combat Start: Mark the highest Health enemies. Allies in empowered hexes gain 12% Attack Speed. Stargazers in empowered hexes gain more and heal for 15% of their max Health when a marked enemy dies. More hexes reveal at each player level
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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. More hexes reveal at each player level
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Stargazers chart a different constellation every game. This game: The Altar. More hexes reveal at each player level
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Stargazers chart a different constellation every game. This game: The Fountain. Allies in empowered hexes heal 1% max Health every 2 seconds. Stargazers in empowered hexes heal an additional 3% and gain stacking Attack Damage and Ability Power every 2 seconds. More hexes reveal at each player level
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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.
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8% of damage taken contributes to damage dealt.
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The Groove: ,
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Scribe a unique divine law, allowing you to choose an effect to apply to Arbiters when a chosen cause occurs.
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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. More hexes reveal at each player level
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Shepherds summon the Bond of the Stars to aid them in battle. Bia and Bayin's power are increased by the total star level of all Shepherds.
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Your team gains 5% Health. Brawlers gain more.
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Your team gains 15 Armor and Magic Resist. Bastions gain more, and the value doubles in the first 10 seconds of combat.
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Meeple attract Meeps that empower Meeple abilities in meepy ways. They also gain bonus Health. Cloning time = Champion cost
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Innate: Conduits gain 20% additional Mana from all sources. Your team gains Mana Regen, increased for Conduits.
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Innate: Mecha units can transform into their Ultimate form, upgrading their ability and gaining 40% Health. Transformed Mechas take up two team slots and count twice for the Mecha trait. Use the Mecha-Former item to toggle the forms of your Mecha units
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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.
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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.
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Combat Start: Your Tanks gain a Shield for 15 seconds. Your other allies gain Damage Amp. Voyagers gain double.
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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 The Groove and Party Crasher's passive fires bolts four times as fast.
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Aatrox: Ally Damage 30% Shred and Sunders enemies Caitlyn: Grant allies 20% Attack Speed Akali: Allies gain Precision Maokai: Allies heal 12% max Health Kindred: Shield the strongest Tank for 800 Emblem: Allies deal 10% stacking bonus true damage
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Every 3 rounds, Tahm Kench grants a reward!
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Snipers gain Damage Amp, increased against targets farther away.
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Your Tactician heals for 15% of player damage dealt from winning. Fiora always wins a one on one duel.
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Your team gains 4% Durability, increased to 10% when Morgana is in her Dark Form.
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- +55 AP
This humble hat can help you make, or unmake, the world itself.
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- +15% AS
Attack Champion: Dealing physical damage to an enemy reduces the target's Armor by 2. Magic Champion: Dealing magic damage to an enemy reduces the target's Magic Resist by 2. At (4): If the holder is Psionic, every 3rd attack cleaves, dealing 75 physical damage to nearby enemies. Recommended users: Master Yi and Pyke. Ability Damage Cooldown: 0.75 seconds.
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A drone repeats 25% of damage from the holder's attacks and Abilities to the same targets every 3 seconds. At (4): If the holder is Psionic, gain an additional mini-drone that repeats 20% of damage. Recommended users: Sona and Viktor.
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- +15% AS
Attack Champion: Dealing physical damage to an enemy reduces the target's Armor by 2. Magic Champion: Dealing magic damage to an enemy reduces the target's Magic Resist by 2. Recommended users: Master Yi and Pyke. Ability Damage Cooldown: 0.75 seconds.
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- +10% AD
- +20% AS
- +10 AP
When the holder damages each enemy for the first time each combat, gain: Attack Champions: 9% Attack Damage Magic Champions: 7% Ability Power Recommended users: Pyke and Master Yi
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- +300 HP
Every 4 attacks and every 12 times being attacked, zap the 3 nearest enemies, dealing 7.5% of enemy Health as magic damage. Recommended users: Gragas and Master Yi.
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- +20% AD
- +30% AS
- +20 AP
When the holder damages each enemy for the first time each combat, gain: Attack Champions: 9% Attack Damage Magic Champions: 7% Ability Power At (4): If the holder is Psionic, they heal 20% of their max Health whenever their target dies. Recommended users: Pyke and Master Yi
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- +550 HP
Gain @PctMaxHP*100%@% max Health and deploy 3 Life Orbs. Every 8 seconds of combat, one drops restoring 18% of the holder's missing Health. At (4): If the holder is Psionic, they gain 22% increased healing from all sources. Recommended user: Gragas.
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A drone repeats 20% of damage from the holder's attacks and Abilities to the same targets every 3 seconds. Recommended users: Sona and Viktor.
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- +200 HP
Every 4 attacks and every 8 times being attacked, zap the 3 nearest enemies, dealing 7% of enemy Health as magic damage. Recommended users: Gragas and Master Yi.
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- +15% AS
- +2 Mana Regen
Every 5 seconds, gain: Magic Champions: 1 Mana Regen. Attack Champions: 15% Attack Speed. Recommended users: Sona and Viktor.
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- +20% AS
- +3 Mana Regen
Every 5 seconds, gain: Magic Champions: 1 Mana Regen. Attack Champions: 15% Attack Speed. At (4): If the holder is Psionic, their abilities deal 25% of their ability damage as true damage instead. Recommended users: Sona and Viktor.
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- +250 HP
Gain @PctMaxHP*100%@% max Health and deploy 3 Life Orbs. Every 8 seconds of combat, one drops restoring 18% of the holder's missing Health. Recommended user: Gragas.
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- +150 HP
- +10% AD
When combat begins, the holder reduces the Attack Speed of all allies within 1 hexes in the same row by 20%. The holder then gains 60% Attack Speed for each affected ally.
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- +5% AD
Does nothing, but it's free!
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Secondary blast radius is increased by 1 hex, dealing 50% less for each additional hex.
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Each cast reduces Mana Cost by 15% (to a minimum of 10)
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- +30% AD
+5 Mana Regen and 30% Attack Damage
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- +20% AD
+3 Mana Regen and 20% Attack Damage
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Deal 5% bonus damage per hex distance from the target.
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18% chance to attack thrice.
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+10% Crit Chance and +5% Crit Damage
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Every second, reduce the Armor of enemies within 2-hexes by 4, doubled for adjacent enemies.
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Increase the number of Attack projectiles by 6. Spread increased by 40%.
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Increase the number of Attack projectiles by 4. Spread increased by 30%.
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Mana Cost reduced by 10
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On takedown, dash to the next target and attack 40% faster for 2 attacks.
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35% chance to attack twice.
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Restore 3% max Health each second.
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Gain 15% Damage Amp against Tanks.
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Attacks send 3 fragments to nearby enemies on hit that deal 20% damage.
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Gain 25% max Health and size.
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Taking damage from enemies grants 4 bonus Armor and Magic Resistances, up to 50.
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Combat Start: Unleash a shockwave forward that deals 15% of Graves' max Health as magic damage and stun enemies hit for 2 seconds.
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4 Range, Attack Marksman Specialized in dealing damage to foes.
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- +10% AD
+10% Omnivamp and 10% Attack Damage
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Increase the number of Attack projectiles by 2. Spread increased by 20%.
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- +24% AD
+2 Range & 24% Attack Damage
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- +36% AD
+3 Range & 36% Attack Damage
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25% chance to attack twice.
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At 40% Health, gain a 50% max Health shield that decays over 2.5 seconds.
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Gain 15% Attack Speed for each attack against the same target, up to 150%.
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- +10% AD
+2 Mana Regen and 10% Attack Damage
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At 40% Health, gain a 75% max Health shield that decays over 4 seconds.
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Attacks reduce enemy Armor and Magic Resistance by 1.
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Mana Cost reduced by 20
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Attacks reduce enemy Armor and Magic Resistance by 2.
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- +25% AD
Become an Attack Fighter with -2 Range. Gain 250 Base Health, 10% Omnivamp, and 25% Attack Damage.
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Attacks and Abilities ignore 30% of enemy Armor
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Gain 8% Attack Speed for each attack against the same target, up to 80%.
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Gain 300 Base Health, 20 Armor, and 20 Magic Resistance.
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Attacks send 2 fragments to nearby enemies on hit that deal 15% damage.
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On takedown, dash to the next target and attack 40% faster for 3 attacks.
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Reduce projectile spread by 75%.
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- +20% AD
+15% Omnivamp and 20% Attack Damage
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Store 15% of damage dealt to enemies. On takedown, enemies release the stored damage as physical damage in a two-hex radius.
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Gain Precision and increase Ability damage by 5%.
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Attacks travel an additional hex and pierce enemies, reducing damage by 60% per target pierced.
-
Attacks travel an additional 3 hexes and pierce enemies, reducing damage by 60% per target pierced.
-
Attacks travel an additional 2 hexes and pierce enemies, reducing damage by 60% per target pierced.
-
+40% Crit Chance and +18% Crit Damage
-
+25% Crit Chance and +10% Crit Damage
-
Secondary blast radius is increased by 2 hexes, dealing 30% less for each additional hex.
-
Secondary blast radius is increased by 3 hexes, dealing 30% less for each additional hex.
-
- +12% AD
+1 Range & 12% Attack Damage
-
A second one-hex radius explosion occurs on the nearest enemy, dealing 30% damage.
-
Attacks and Abilities ignore 60% of enemy Armor
-
- +200 HP
- +30 Armor
- +30 MR
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% AD
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 10 times.
-
- +25% AD
- +45% AS
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
-
- +10% AD
- +40 AP
- +4 Mana Regen
For every 20 mana spent, fire a projectile at a nearby enemy, dealing ? + 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
-
- +550 HP
- +30 Armor
- +30 MR
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% AD
- +30 AP
- +5 Mana Regen
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 ? 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 HP
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 HP
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% AD
- +3 Mana Regen
Every 30 Mana spent, fire a barrage of 4 rockets at the target, each dealing 30% physical damage. Jinx Bonus: If this item is equipped on Jinx, instead replace all ability bullets with rockets that deal 35% increased damage.
-
- +30% AD
- +20% AS
Every 3 attacks, fire 10 batblades split between the 3 nearest enemies. Each blade deals 50% physical damage. Recommended Role: Attack Marksman
-
- +30% AD
- +50% AS
Every 5 attacks, fire 30 chromablades split between all enemies. Each blade deals 50% physical damage. Recommended Role: Attack Marksman
-
- +20% AD
- +25% AS
- +35% Crit
Gain Precision. Every 4 critical strikes, fire 5 piercing arrows that can critically strike towards the target. Each deals 80% physical damage. Precision Max 3 stacks per Ability cast. Recommended Roles: Attack Marksman or Fighter
-
- +250 HP
- +30 Armor
- +30 MR
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 HP
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% AD
- +50% AS
- +50% Crit
Gain Precision. Every 3 critical strikes, fire 6 piercing arrows that can critically strike towards the target. Each deals 100% physical damage. On takedown, fire a burst of 12 arrows from the target. Precision Max 3 stacks per Ability cast. Recommended Roles: Attack Marksman or Fighter
-
- +10% AD
Every 4 seconds, gain 30% Attack Speed for 4 seconds.
-
- +40 Armor
- +40 MR
- +30% AD
- +30 AP
Gain 6 orbiting razors. Razors deal ? 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 HP
Every 5 seconds, summon a tentacle that slams down on the target, dealing ? 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% AD
- +30 AP
- +3 Mana Regen
Store 20% of damage dealt. On death or after 16 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
-
- +10000 HP
- +100 Armor
- +100 MR
- +100% AD
- +100% AS
- +100 AP
- +75% Crit
- +10 Mana Regen
The pinnacle of Anima technology.
-
- +15 Armor
- +15 MR
- +20% AD
- +20 AP
Gain 3 orbiting razors. Razors deal ? 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% AD
- +40 AP
- +5 Mana Regen
For every 15 mana spent, fire a projectile at a nearby enemy dealing ? + 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 ? 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% AD
- +75% AS
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
-
- +400 HP
- +40 Armor
- +40 MR
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
-
- +35% AD
- +35% Crit
Gain Precision.
-
- +100 HP
- +10 Armor
- +10 MR
- +10% AD
- +10% AS
- +10 AP
Share 15% of the holder's bonus Attack Damage, Ability Power, Attack Speed, Armor, Magic Resist, and Health with other Mirrored Persona holders. Can't be Reforged Unique: one per champion
-
- +150 HP
- +2 Mana Regen
The holder gains 1% of their total Mana whenever they're hit by an attack. Each cast restores 20% of the holder's max Health over 3 seconds.
-
- +25 Armor
- +25 MR
- +1 Mana Regen
Combat Start: Gain 20 Mana. At 40% Health, gain 15 Mana and a Shield equal to 20% max Health.
-
Use on a 1-cost champion to create a 1-star copy of them.
-
- +500 HP
- +20 Armor
- +20 MR
The holder's Move Speed is drastically reduced. Gain 15% max Health, stun immunity, and pull the current target into melee range.
-
- +300 HP
- +2 Mana Regen
Regenerate 2% of missing Health each second.
-
- +10 Armor
- +10 MR
- +10% AS
Spawn a clone that copies the holder's items. The clone has 60% max Health and deals 40% damage. [Unique - only 1 per champion]
-
- +25% AD
- +25 AP
Total Ability damage is increased by 45%, but is dealt over 2 seconds instead.
-
- +40 AP
- +1 Mana Regen
Combat start: Form a pact with the highest Health allied champion, if they die, gain 10 Mana regen and 40% Ability Power. When the ally uses their ability, gain 15 Mana. Every 6 seconds, shield your ally for 200% of the holder's Ability Power.
-
- +150 HP
- +20% Crit
Each round: Equip 2 random items. [Consumes 3 item slots.]
-
- +10% AS
- +10 AP
Gain 7% stacking Attack Speed every second.
-
- +250 HP
- +35 MR
- +15 AP
30% Shred enemies within 2 hexes. When enemies cast an Ability, deal magic damage equal to 150% of the Mana spent Shred: Reduce Magic Resist
-
- +150 HP
- +20% AD
Attacks deal 3% of the holder's max Health as bonus physical damage. For every 1% missing Health, gain 1% Attack Speed.
-
- +300 HP
- +45% AD
At 60% Health, gain a Shield equal to 40% of the wearer's maximum Health that rapidly decays over 4 seconds.
-
- +60 MR
Gain 6% max health. Every 2 seconds, heal 2.5% max Health.
-
- +10% AS
- +55 AP
The holder's first attack after each Ability cast deals bonus magic damage. Damage increases based on Stage.
-
- +150 HP
- +10% AS
- +20% Crit
Critical Strikes grant 5% Damage Amp for 5 seconds, stacking up to 4 times.
-
- +200 HP
- +25 Armor
- +25 MR
Shields have 50% of their value converted to max Health instead.
-
- +20 Armor
- +20 MR
- +30% AS
The holder gains the Arbiter trait.
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.
-
- +20% AS
The holder gains the Sniper trait and +1 Attack Range.
Snipers gain Damage Amp, increased against targets farther away.
- 2
- 18%; +2% per hex
- 3
- 25%; +3% per hex
- 4
- 35%; +4% per hex
-
- +20 Armor
- +20 MR
The holder gains the Vanguard trait. Gain 2% Ability Power whenever an ally gains a shield.
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
-
- +250 HP
The holder gains the Anima 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. Gain 85% Tech from losing if your partner wins a combat in Double Up.
- 3
- Start Researching!
- 6
- After each player combat, gain loot!
-
- +200 HP
- +15% AS
The holder gains the Timebreaker trait.
- 2
- Allies gain 15% Attack Speed.
- 3
- AND When you lose, gain free rerolls. When you win, store XP in a Temporal Core (scales with stage).
- 4
- AND Timebreakers gain an additional 50% Attack Speed
-
- +200 HP
- +20% Crit
The holder gains the N.O.V.A. trait. N.O.V.A. Strike: Gain 25% Attack Speed and 10 Armor and Magic Resist. Other allies gain 10% Attack Speed and 10 Armor and Magic Resist.
Aatrox: Ally Damage 30% Shred and Sunders enemies Caitlyn: Grant allies 20% Attack Speed Akali: Allies gain Precision Maokai: Allies heal 12% max Health Kindred: Shield the strongest Tank for 800 Emblem: Allies deal 10% stacking bonus true damage
- 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.
-
- +20 Armor
- +20 MR
- +2 Mana Regen
The holder gains the Meeple trait and 4% Damage Amp and 50 Health per.
Meeple attract Meeps that empower Meeple abilities in meepy ways. They also gain bonus Health. Cloning time = Champion cost
- 3
- 2, 100
- 5
- 3, 400
- 7
- 4, 400
- 10
- 6, 500
-
- +2 Mana Regen
The holder gains the Shepherd trait. On cast, grant 8% of max Mana to the Bond of the Stars.
Shepherds summon the Bond of the Stars to aid them in battle. Bia and Bayin's power are increased by the total star level of all Shepherds.
- 3
- Summon Bia
- 5
- Summon Bayin
- 7
- Bia and Bayin's bond grows deeper
-
- +300 HP
- +20% AD
- +20% AS
- +20 AP
The holder gains the Psionic trait.
Gain Psionic items that can be equipped to any ally.
- 2
- Activates at higher tier.
- 4
- —
-
- +250 HP
The holder gains the Brawler trait. Attacks deals 3% of the holder's max health as magic damage.
Your team gains 5% Health. Brawlers gain more.
- 2
- +25% maximum Health
- 4
- +45% maximum Health
- 6
- +65% maximum Health
-
- +20% Crit
The holder gains the Rogue trait. At 50% health, gain 25% Omnivamp and immunity to crowd control for 5 seconds.
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%
- 3
- 25%
- 4
- 40%
- 5
- 55%
-
- +30% AS
The holder gains the Challenger trait. On takedown, the holder's next 3 attacks each heal for 5% of max health.
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%
- 3
- 28%
- 4
- 42%
- 5
- 55%
-
- +18% AD
- +18 AP
The holder gains the Dark Star trait.
- 2
- Dark Stars create a black hole that consumes enemies at max health.
- 4
- AND they gain 45% .
- 6
- AND the strongest Dark Star unit goes supermassive, gaining 70% effectiveness from Dark Star, and creates 2 minor Black Holes.
- 9
- All Dark Stars are supermassive. At level 10, CONSUME EVERYONE.
-
- +15% AD
- +15 AP
The holder gains the Stargazer trait.
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.
- 3
- —
- 5
- —
- 7
- —
- 8
- —
- 9
- —
- 10
- —
-
- +20% AD
The holder gains the Marauder trait and has a 33% chance to drop 1 gold on kill.
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%, 18%
- 4
- 7%, 35%
- 6
- 10%, 55%
-
- +200 HP
The holder gains the Space Groove trait. On cast, the holder enters The Groove for 2.5 seconds. Can only occur once every 4 seconds.
The Groove: ,
- 1
- Activates at higher tier.
- 3
- All Groovians start combat in The Groove for 3 seconds.
- 5
- Each second spent in The Groove grants 5% stacking Attack Damage and Ability Power.
- 7
- Increase these effects by 15%!
- 10
- All Groovians start combat in The Groove for 60 seconds.
-
- +30 Armor
- +30 MR
The holder gains the Bastion trait. After the first 10 seconds of combat, the holder gains 70% Attack Speed.
Your team gains 15 Armor and Magic Resist. Bastions gain more, and the value doubles in the first 10 seconds of combat.
- 2
- 16
- 4
- 40
- 6
- 60
-
- +20% AD
- +20 AP
The holder gains the Voyager trait. Combat Start: The holder and allies within 1 hex in the same row gain a bonus based on the holder's role. - Tanks: 10 Armor and Magic Resist - Fighters/Assassins: 10% Omnivamp - Other Roles: 10% Attack Speed
Combat Start: Your Tanks gain a Shield for 15 seconds. Your other allies gain Damage Amp. Voyagers gain double.
- 2
- 175 Shield; 9%
- 3
- 250 Shield; 15%
- 4
- 350 Shield; 18%
- 5
- 500 Shield; 22%
- 6
- 700 Shield; 27%
-
- +450 HP
The holder gains the Primordian trait.
8% of damage taken contributes to damage dealt.
- 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.
-
- +100 HP
- +10 Armor
- +10 MR
- +10% AD
- +10% AS
- +10 AP
Every 6 player combats gain a lesser copy of Mirrored Persona ( /6). Share 15% of the holder's bonus Attack Damage, Ability Power, Attack Speed, Armor, Magic Resist, and Health with other Mirrored Persona holders. Can't be Reforged, Lesser copies do not produce copies. Unique: one per champion
-
- +50% AD
- +50% AS
The holder's attacks target random enemies.
-
- +100 HP
- +25 Armor
- +25 MR
Gain 10 Armor and 10 Magic Resist for each enemy targeting the holder.
-
- +300 HP
- +20% AD
- +20% AS
Attacks deal 4% of the holder's max Health plus 6% of their Attack Damage as bonus physical damage to the target and adjacent enemies.
-
- +50 Armor
Gain 6% max health. Take 5% reduced damage from attacks. When struck by any attack, deal @1StarAoEDamage@ magic damage to all adjacent enemies. Cooldown: 2 seconds
-
- +20 Armor
-
- +400 HP
- +70 MR
Every 2.5 seconds, steal 3 Magic Resist from enemies within 1 hex and deal of the holder's Magic Resist as magic damage. If Aegis of Dawn is also equipped, trigger this item's effect every 1.25 seconds instead. Damage increases based on Stage.
-
- +350 HP
- +40 Armor
Whenever a Shield on the holder breaks, 150% of that Shield's initial value is dealt to the nearest enemy as magic damage.
-
- +30% AD
- +20% AS
Every 3 seconds, your next attack is a double attack.
-
- +10% AS
-
- +15% AD
- +15% AS
- +15 AP
Gain 15% additional Damage Amp against Tanks.
-
- +200 HP
- +2 Mana Regen
Increase healing on the holder by 25%. When the holder gives or receives a heal, grant 40% of the heals value to the lowest health ally as well.
-
- +150 HP
- +20 Armor
Gain 8% max Health. Every 2 seconds, deal 1% Burn and 33% Wound to an enemy within 2 hexes for 10 seconds. Burn: Deals a percent of the target's max Health as true damage every second Wound: Reduces healing received
-
- +400 HP
- +35 Armor
- +35 MR
After 6 seconds of combat, pull the leftmost benched unit onto the battlefield. While that unit lives, 20% of all damage the holder would take is redirected to them. Traits of champions flung onto the board do not become active
-
- +50% AD
- +30% AS
- +50 AP
Behold, the righteous flame!
-
- +20% Crit
- +1 Mana Regen
Gain 2 effects: • 15% Attack Damage and 15% Ability Power. • 12% Omnivamp. While above 50% health, double the Attack Damage and Ability Power. While below 50% Health, double the Omnivamp.
-
- +20 Armor
- +10% AD
- +15% AS
- +10 AP
At 60% Health, briefly become untargetable, shed negative effects, and heal 20% missing health.
-
- +1 Mana Regen
-
- +20 MR
-
- +20 Armor
- +10% AS
Gain 2% Attack Damage and 2% Ability Power when attacking or taking damage, stacking up to 25 times. At full stacks, gain 10% Damage Amp and gain immunity to crowd control.
-
- +60% AD
- +60 AP
100% of overkill damage plus 100 is dealt as magic damage to the two enemies nearest to the target.
-
- +300 HP
- +40% AD
- +20% Crit
Combat start: Teleport the holder to the mirrored hex on the enemy's side of the board. After 8 seconds, the holder returns to their original location.
-
- +20 MR
- +10% AD
- +10% AS
Attacks grant 3.5% stacking Attack Damage, up to 15 attacks. After 15 attacks, gain 15% Attack Speed.
-
- +20% Crit
-
- +65% AS
Gain +1 Attack Range, increased by 1 whenever the holder kills an enemy.
-
- +20 MR
- +15% AD
- +15 AP
Once per combat at 40% Health, gain a 25% max Health Shield that lasts up to 5 seconds.
-
- +50% AS
- +15 AP
Every 3rd attack deals 30 + 50% of the holder's Ability Power as additional magic damage to 4 enemies.
-
- +30 AP
- +1 Mana Regen
Combat start: Gain 20% Ability Power every 5 seconds in combat.
-
- +400 HP
- +50 Armor
Every 2.5 seconds, steal 3 Armor from enemies within 1-hex and heal of the holder's Armor. If Aegis of Dusk is also equipped, trigger this item's effect every 1.25 seconds instead. Healing increases based on Stage.
-
- +10% AD
- +40% AS
- +10 AP
When switching targets, blink to the next target. Attacks and Abilities execute the holder's target below 12% of their Health. Kills grant the holder 50% Attack Speed decaying over 3 seconds.
-
- +100 HP
The first 2 times the holder drops below 50% Health, a Miracle occurs, healing them for 20% of their max Health. If the holder survives player combat, gain 1 player Health for each Miracle this combat.
-
Combat Start: Your strongest Tank becomes the Soulmate. For each second they are alive, the holder gains 3% stacking Attack Damage and Ability Power. The Soulmate heals for 20% of damage the holder deals.
-
Use on a 3-cost champion or less to create a 1-star copy on your bench. [Consumable - This item disappears when used.]
-
- +15% AD
- +15 AP
- +2 Mana Regen
Reduce the holder's max Mana by 10. Subsequent spellcasts reduce max Mana by 10%, to a minimum of 10.
-
- +20 AP
- +4 Mana Regen
The holder is orbited by 3 foxfires. Each one deals 50 magic damage and the orbit expands to hit the holder's current target. For every 20 Mana the holder spends, foxfires travel 5% faster for the rest of combat.
-
- +55 Armor
- +55 MR
Every 3 seconds, Shields the lowest percent Health ally for 70% of the holder's combined Armor and Magic Resist for 5 seconds. On death grants this shield to all allies.
-
- +15% AD
- +15 AP
- +1 Mana Regen
Attacks grant 5 bonus Mana.
-
- +250 HP
- +20 MR
30% Sunder enemies within 2 hexes. Gain 15 Armor and Magic Resist for the first 15 seconds of combat. Sunder: Reduce Armor
-
- +60 AP
- +2 Mana Regen
Dealing magic damage reduces the target's Magic Resist by 6. If their Magic Resist is 0, grant the holder 2 Mana instead. Ability damage can only trigger on each enemy once every 0.5 seconds.
-
- +450 HP
- +20% AD
- +20 AP
After 22 seconds gain 100% max Health and 120% Damage Amp for the rest of combat.
-
- +150 HP
Combat start: The holder and allies within 2 hexes in the same row gain a 250 Shield, 20 Armor, and 20 Magic Resist for 20 seconds. [Support item]
-
- +150 HP
- +10% AS
- +15 AP
- +20% Crit
Attacks grant 2 bonus Mana, increased to 4 if they critically strike.
-
- +100 HP
- +15% AS
Once per combat at 60% Health, the holder splits into 3 copies of themself each with 33% of their max Health. [Unique - only 1 per champion]
-
- +150 HP
- +20 AP
- +1 Mana Regen
Attacks and Abilities deal 1% Burn and 33% Wound to enemies for 10 seconds. Burn: Deals a percent of the target's max Health as true damage every second Wound: Reduces healing received
-
- +45% AS
Attacks and Abilities 1% Burn and 33% Wound enemies for 5 seconds. Burn: Deals a percent of the target's max Health as true damage every second Wound: Reduces healing received
-
- +100 HP
- +20 Armor
- +20 AP
Combat Start: Gain a 25% max Health Shield for 8 seconds. When the Shield expires, gain 25% Ability Power.
-
- +10% AD
-
- +65% AS
Shrinks the holder, granting them increased movement speed and immunity to Slow, Burn, and Wound.
-
- +20 MR
- +3 Mana Regen
Gain an additional 15% Mana from all sources. The holder gains an additional bonus based on their Role: Tanks and Fighters: Gain 30 Armor and Magic Resistance. Other Roles: Gain 10% Attack Damage and Ability Power.
-
- +20% AS
- +10 AP
Attacks grant 5% stacking Attack Speed. Every 3 attacks also grant 2% Attack Damage and 2% Ability Power.
-
- +15% AD
- +15 AP
- +5 Mana Regen
Gain 10% additional Attack Damage and Ability Power from all sources.
-
- +60% AS
Attacks deal an additional 60% Attack Damage as physical damage and heal the holder for the damage dealt. The holder cannot cast their Ability or gain Mana.
-
- +15% AD
- +20% AS
- +20% Crit
Damage from attacks and Abilities 30% Sunder the target for 3 seconds. This effect does not stack. Sunder: Reduce Armor
-
- +35 AP
- +35% Crit
Gain Precision.
-
- +150 HP
-
- +400 HP
- +20 Armor
- +20 MR
- +25% AS
Attacks deal bonus magic damage. Heals the holder for 30% of all magic damage dealt. Damage increases based on Stage.
-
- +10 AP
-
- +250 HP
- +20 Armor
- +20% Crit
Gain 5% Durability. While above 50% Health, instead gain 15% Durability.
-
- +300 HP
- +35% AD
- +45% Crit
After killing a target, shed negative effects and dash to the farthest target within 4 hexes. The next 2 critical attacks deal 50% bonus Critical Strike Damage.
-
- +20 MR
- +15% AS
- +20% Crit
Combat Start: Gain immunity to crowd control for 18 seconds. Gain 3% stacking Attack Speed every second.
-
- +55% AD
Perfect peace and calm for the holder - and all who face it.
-
- +300 HP
Combat start: Store 30% max Health and 2.5% more every second. On death, unleash the stored Health as magic damage split between enemies within 4-hexes. [Unique - only 1 per champion]
-
- +80 Armor
- +80 MR
- +140% AD
Grants immunity to Stuns and the holder's attacks Stun the target for 0.8 seconds. The holder's Attack Speed is locked at 0.5.
-
- +500 HP
Gain 18% max Health.
-
- +10 Armor
- +10 MR
- +25 AP
Takedowns increase the holder's Armor, Magic Resist, and Ability Power by 20.
-
- +15% AS
- +35 AP
- +1 Mana Regen
Damage from attacks and Abilities 30% Shred the target for 5 seconds. This effect does not stack. Shred: Reduce Magic Resist
-
- +25% AD
- +25% AS
- +25 AP
The holder dons a Hat on each takedown. The holder gains 1% Attack Damage and Ability Power per Hat. On death lose 20% of all Hats. (Hats: )
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- +20% AD
- +20 AP
- +1 Mana Regen
Heal the lowest percent Health ally for 20% of damage dealt.
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Stellar Combo Silver Gain an Aatrox. Your strongest Aatrox becomes an Attack Fighter with an ability that swaps between three different strikes.
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Ahri's Boon Gold Your team gains 2% Attack Damage and Ability Power per level. Gain 2 XP each round for the rest of the game.
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Anima Commander Gold Gain a Briar, a Jinx, and an Illaoi. Increase your current and max player Health by 5.
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Apotheotic Forge Gold Choose 1 of 4 Divine Artifacts. Artifacts are more powerful items with a unique effect.
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Divine Amendment Gold Arbiters add a second effect to their law. Gain a Leona and a Zoe.
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Aurelion Sol's Boon Gold Choose 1 of 3 quests to prove yourself to Aurelion Sol.
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Boon of Resurrection Gold The first time you would be eliminated, instead remain at 1 Health
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Concentration Gold Conduit Abilities last 25% to 50% longer, depending on the Ability. Gain a Zoe and a Mordekaiser.
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Loot Singularity Gold When the Black Hole consumes enemies, it turns them into space matter. After acquiring enough, the Black Hole turns it into loot! Gain a Cho'gath and a Lissandra. Space matter and loot quality increase each time. Gain 2/3/4 space matter depending on Dark Star breakpoint.
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Ekko's Boon Gold Gain the Anomaly, an item which grants units a powerful evolution depending on their role. Gain 2 Magnetic Removers.
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Evelynn's Boon Gold Your team gains 10% Durability. Lose an additional 1 Tactician Health when you lose combat.
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Blood Price Gold Gain 25 Tactician Health. Your rightmost shop slot costs Tactician Health instead of gold.
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Self Destruct Gold Gain a Gragas. Your strongest Gragas becomes a Magic Fighter with a massive explosion, but also damages himself.
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Invader Zed Gold Gain a Spear of Shojin. On Stage 4-2, gain a Zed. After receiving Zed, he can then appear in your shops. Zed is a 5-cost Attack Fighter that creates clones of himself.
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The Big Bang Gold Gain a Meepsie. Your strongest Meepsie becomes a Magic Fighter that leaps to a nearby hex to deal damage in a large radius.
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Reach for the Stars Gold Gain a Jax. Your strongest Jax becomes a Magic Fighter that deal bonus magic damage on attack and gains stacking Attack Speed on cast.
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Kayle's Boon Gold For each unique completed item on your team, your team gains 10 Health, 1% Attack Damage, and 1% Ability Power.
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Boon of the Scrapper Gold Combat start: Up to 3 components temporarily turn into completed items. Gain 3 removers and a salvager. Salvagers allow you to break completed items into components
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Shieldmaiden Silver Gain a Leona. Your strongest Leona becomes an Attack Fighter that dashes through enemies to deal physical damage, stunning the first target hit.
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Heat Death Gold Gain a Mordekaiser. Your strongest Mordkaiser becomes a Magic Fighter with a slowly growing aura that deals damage over time.
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Bonk! Silver Gain a Nasus. Your strongest Nasus becomes an Attack Fighter with a single target Ability that gets stronger with each kill.
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Termeepnal Velocity Silver Gain a Poppy. Your strongest Poppy becomes a ranged Attack Caster that flings a high-velocity Meep at her target.
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Heart of the Swarm Prismatic All 3-star champions now count towards Swarmling power. At level 9, while fielding 6 unique 3-star champions, Primordians summon the Apex Primordian. Gain 3 Primordian Champions and 2 Tiny Duplicators.
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Contract Killer Gold Gain a Pyke. Your strongest Pyke becomes an Attack Fighter, generates gold on team takedown, and gains a reset on-kill Ability.
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Soraka's Boon Gold Your team gains 2.5 Health for each missing player health. At the start of each player combat, gain an additional 1 player health.
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Thresh's Boon Gold Each round, roll a die. Get a bonus based on that roll. Health: Attack Speed:
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Timestream Gold Timebreakers gain 7 Health and 0.25% Attack Speed every time you reroll (including free rerolls). Gain an Ezreal and a Pantheon.
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Tour of the Galaxy Gold Voyagers gain 130 Health, 13% Attack Damage, and 13% Ability Power, increased by 10% each time you fight a new player. You prefer to fight players you haven't fought recently. Gain a Pyke and a Meepsie.
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Varus's Boon Gold Your team gains 15 health for each total star level in your army, and your 5 cost odds increase by 2%.
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Yasuo's Golden Hex Silver Paint a Golden Hex. The unit in the hex gains 250 health, 25% attack speed, and drops 1 gold on kill.
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Yasuo's hexes also affect adjacent units at 100% effectiveness.
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Yasuo's Boon Gold Increase the power of Yasuo's hexes by 50%. If you only have 2 hexes, gain 8 gold.
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Advanced Loan Gold Gain 20 Gold. Your next augment is one tier lower.
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Advanced Loan+ Gold Gain 33 Gold. Your next augment is one tier lower.
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An Exalted Adventure Prismatic Gain three 2-cost champions. If you 3-star two of them, gain an orb filled with loot. Gain a Lesser Champion Duplicator at the start of next 2 stages.
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Arcane Viktor-y Gold After 8 seconds of combat, stun the enemy team for 1.5 seconds. Repeat this after 18 seconds of combat. TFT Macao Open, 2024
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Aura Farming Gold Gain a 2-star 5-cost champion holding a recommended item. You cannot field it until Stage 4-3.
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Soul Awakening Prismatic Combat start: Your team gains 1.5% Attack Damage and Ability Power per second for 10 seconds. At max stacks, deal 12% bonus true damage.
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Backline Blueprint Gold Gain a 3-cost non-Tank champion and an Emblem that matches their last-listed trait.
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Belt Overflow Prismatic Gain 4 Giant's Belts. Your Giant's Belts grant +85 bonus Health.
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Birthday Reunion Gold Gain a random 2-star 2-cost champion. When you reach Level 7, gain a Thief's Gloves. When you reach Level 9, gain a random 2-star 5-cost champion. Inkborn Fables Tactician's Crown, 2024
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Bodyguard Training Gold Allies gain 10 Armor and Magic Resist, increased by 2 per player level. Gizmos & Gadgets Championship, 2022
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Booster Pack Gold Gain 12 gold of random champions. (At least one 3-cost guaranteed!) (Each champion has a small chance of being holographic!)
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Booster Pack+ Gold Gain 18 gold of random champions. (At least one 4-cost guaranteed!) (Each champion has a small chance of being holographic!)
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Booster Pack++ Gold Gain 26 gold of random champions. (At least one 5-cost guaranteed!) (Each champion has a small chance of being holographic!)
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Boxing Lessons Silver Your team gains 30 Health for each ally that starts combat in the front row.
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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. Reforgers allow you to remake any item.
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Bronze For Life II Prismatic Your team gains 2% Damage Amp and 4 Armor and Magic Resist for each Bronze-tier trait.
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Bronze For Life I Gold Your team gains 2% Damage Amp for each Bronze-tier trait.
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Charge Transfer I Silver Your team gains 7% Damage Amp. 50% of overkill damage is dealt to the nearest enemy as magic damage.
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Charge Transfer II Gold Your team gains 10% Damage Amp. 80% of overkill damage is dealt to the nearest enemy as magic damage.
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Climb The Ladder I Silver Each time an ally dies, allies that share at least one trait with them gain 3.5% Ability Power, 3.5% Attack Damage, 3.5 Armor, and 3.5 Magic Resist.
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Climb The Ladder II Gold Each time an ally dies, allies that share at least one trait with them gain 6% Ability Power, 6% Attack Damage, 6 Armor, and 6 Magic Resist.
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Your team gains 10% Attack Speed every 3 seconds in combat.
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Cognitive Overload Gold Gain 7 gold, 1 2-star 1-cost champion, 1 2-cost champion, 2 3-cost champions, 1 XP, and 1 Shop reroll.
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Cognitive Tax Silver Gain 8 gold and 1 XP.
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Cognitive Tax+ Silver Gain 12 gold and 3 XP.
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Comeback Story Prismatic Your team gains 4 Health and 0.4% Attack Speed per missing player Health.
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Backup Bows Silver Gain a Recurve Bow. After your team attacks 1000 times, gain 2 more.
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Critical Success Silver Gain a Sparring Glove. After your team's attacks critically strike 320 times, gain 2 more.
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Continuous Conjuration Silver Gain a Needlessly Large Rod. After your team deals 38000 magic damage, gain 2 more.
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Carve a Path Silver Gain a B.F. Sword. After your team deals 65000 physical damage, gain 2 more.
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Flowing Tears Silver Gain a Tear of the Goddess. After your team spends 6500 Mana, gain 2 more.
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Construct a Companion Prismatic The next 1-cost champion you buy is 3-star. Gain 2 gold.
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Corrosion Silver Enemies in the first two rows lose 4 Armor and Magic Resist every 2 seconds.
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Cosmic Restart Gold Call upon the Gods to sell all units on your board and bench. Gain 2 random Emblems and 8 free Shop rerolls.
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Crafted Crafting Silver Whenever you craft a completed item, gain 2 rerolls.
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Cry Me A River Gold Gain a Tear of the Goddess. Your team gains 1 Mana Regen. After 12 seconds in combat, increase this to 3.
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Deadlier Caps Gold Gain a Rabadon's Deathcap. Rabadon's Deathcaps permanently gain ?% Ability Power whenever their holders score a takedown. -
Vampiric Vitality I Gold You heal for 12% of the damage you deal to enemy Tacticians. Your team gains 10% Omnivamp.
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Dummify Silver Lose all champions on your board and bench. Gain a Training Dummy with 60% of their combined Health. The Training Dummy gains 1000 Health per stage. Gain a non-Tank 2-star 2-cost champion.
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Duo Queue Gold Gain 2 random 5-cost champions and 2 copies of a random component.
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Early Learnings Gold Your team gains 1% Attack Damage & Ability Power. This increases by 1% after each player combat. 1-cost champions gain double. TFT Vegas Open, 2023
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Epic Rolldown Gold When you reach Level 8, gain 20 Shop rerolls. Runeterra Reforged Championship, 2023
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Gain a Lucky Item Chest, a Magnetic Remover, and 7 gold. Use a Lucky Item Chest on a champion to choose from an armory of recommended items!
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Gain 2 Lucky Item Chests, a Magnetic Remover, and 7 gold. Use a Lucky Item Chest on a champion to choose from an armory of recommended items!
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Expected Unexpectedness Prismatic Now and at the start of the next 2 stages, roll 3 dice. Gain various rewards based on their total.
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Expedition Silver 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.
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Explosive Growth Gold Now and at the start of the next 3 rounds, gain 7 XP.
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Explosive Growth+ Gold Now and at the start of the next 3 rounds, gain 10 XP.
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Feed the Flames Gold Gain a Sunfire Cape. Your team gains 12% Omnivamp when attacking Burning enemies.
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Feeling Lucky Silver Gain 12 gold, then flip a coin. If heads, gain 4 more gold.
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Find Your Center Silver Your champion that starts combat in the center of the front row gains 15% Damage Amp and 25% max Health.
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Firesale Silver Each round, steal a random 3-cost or lower champion from the shop. Gain 1 gold.
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Flexible Gold 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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Forge a Friend Prismatic The next 1-cost champion you buy is 3-star. Gain 2 gold.
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Staffsmith Gold Gain 2 random completed items that build from Needlessly Large Rod.
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Swordsmith Gold Gain 2 random completed items that build from B.F. Sword.
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Forged in Strength Prismatic Gain 1 random Artifact. When you drop below 35 Health, gain 3 more random Artifacts. Remix Rumble Championship, 2023
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Forward Thinking Gold Lose all your gold. After 5 player combats, gain back the original amount and another 70 gold.
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Frontline Foundation Gold Gain a 2-star 1-cost Tank champion and an Emblem that matches their last-listed trait.
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Kahunahuna Gold Every 5th attack deals bonus true damage equal to 100% Basic Attack Damage.
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Gain @Gold@ Gold Gold Gain 21 gold.
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Giant and Mighty Prismatic Your team becomes large, gaining 200 Health and 10% max Health.
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Gilded Steel Gold Gain 2 non-Tank 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
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Glass Cannon I Silver Allies that start combat in the back row begin combat at 80% Health but gain 16% Damage Amp.
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Glass Cannon II Gold Allies that start combat in the back row begin combat at 80% Health but gain 25% Damage Amp.
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Golden Gamble Prismatic Gain 1 gold and flip a coin. If heads, gain a Radiant Lucky Item Chest. If tails, gain 2 Completed item anvils.
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Golden Gamble+ Prismatic Gain 2 gold and flip a coin. If heads, gain a Radiant Lucky Item Chest. If tails, gain 2 Completed item anvils.
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Golden Gamble++ Prismatic Gain 6 gold and flip a coin. If heads, gain a Radiant Lucky Item Chest. If tails, gain 2 Completed item anvils.
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Group Hug I Silver Combat start: Allies grant other adjacent allies 6 Armor and Magic Resist. This effect stacks.
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Group Hug II Gold Combat start: Allies grant other adjacent allies 9 Armor and Magic Resist. This effect stacks.
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Mace's Will Gold Gain a Sparring Gloves. Your team gains 25% Critical Strike Chance.
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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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Heavy Is the Crown Gold Gain a Crown of Demacia, which provides significant bonuses to the wearer. If the holder dies, lose the round.
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Heroic Grab Bag+ Gold Gain 2 Lesser Champion Duplicators and 8 gold. This item allows you to copy a 3-cost or less champion.
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Heroic Grab Bag++ Gold Gain 2 Lesser Champion Duplicators and 14 gold. This item allows you to copy a 3-cost or less champion.
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High Voltage Gold Gain an Ionic Spark. Your Ionic Sparks have +3 hex radius and do 20% more damage.
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Hold the Line Prismatic Allies in your back 2 rows gain 9% Ability Power and 8% Attack Damage for each ally that starts combat in your front row.
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Care Package Gold Now and at the start of the next 2 Stages, receive a care package with loot and 3 gold.
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Infinity Protection Gold Gain 3 gold now. On Stage 3-7, gain an Infinity Force. Infinity Force gives allies in the same row a 12% Health shield. Monsters Attack Championship, 2023
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Invested+ Prismatic Gain 26 gold. After every combat, gain 1 Shop reroll for every 10 gold above 50 (max 80 gold).
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Invested++ Prismatic Gain 40 gold. After every combat, gain 1 Shop reroll for every 10 gold above 50 (max 80 gold).
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Solo Plate Gold Gain a Gargoyle Stoneplate. Combat start: Allies holding Gargoyle Stoneplate gain 17% max Health if they're the only one in their row.
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Spirit of Redemption Gold Gain a Spirit Visage. Every 5 seconds, Spirit Visage heals allies within 1 hex for 7.5% of their missing Health.
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Gain a Giant Slayer. Giant Slayers gain their Damage Amp against all enemies instead of just Tanks.
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Kick Start Silver Gain a random 2-star 2-cost champion and 1 gold.
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Late Game Scaling Gold Gain 2 XP at the start of player combat rounds. Your 5-cost champions gain 12% Health and 12% Attack Speed. Cyber City Tactician's Crown, 2025
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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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Lineup Silver Your team gains 2 Armor and Magic Resist for each ally that starts combat in the front two rows.
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Luxury Subscription Prismatic Gain a package containing a 5-cost champion, a 2-star 1-cost champion, and 7 gold. At the start of the next 2 stages, gain the package again.
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A Magic Roll Gold Roll 3 dice. Gain rewards based on their total.
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Slightly Magic Roll Silver Roll a die. Gain rewards based on the number rolled.
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Focused Fire Silver Your team gains 10% Attack Damage. Every 5 seconds, they gain 5% more.
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Your 4-cost champions and Jhin gain 144 Health and 14% Attack Speed. Gain a Jhin.
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Min-Max Prismatic Gain a Golden Item Remover and 4 random components. Golden Item Remover is a Magnetic Remover with infinite uses.
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Gain 4 gold. For the next 2 rounds, enemy champions drop 2 gold when killed.
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Misfits Gold Your team gains 55 Health for each active Unique trait. Gain a Rhaast and a Miss Fortune. Unique traits belong to 1 champion and are shown in orange.
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Money Hungry Gold Gain 7 gold now, then 7 gold at the start of every stage. Picking up gold makes your Tactician larger.
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Money Monsoon Prismatic Gain 7 gold now and every round for the rest of the game.
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Component Heist Prismatic After 6 player combats, gain 1 of every item component. Gain a random component now.
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NO SCOUT NO PIVOT Gold Champions that fight in player combat cannot be benched or sold. Your team gains 1% Health, and 1% Attack Damage and Ability Power after player combat.
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One Buff, Two Buff Prismatic Gain a Red Buff, a Blue Buff, and a Champion Duplicator.
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Patience is a Virtue Silver Gain 4 rerolls now. Each round, gain 1 free rerolls if you did not buy a champion last round.
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Pilfer Gold 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.
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Plot Armor Gold Your team gains 8 Armor and Magic Resist. After falling below 50% Health, increase this to 40 for the rest of combat.
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Augmented Power Silver Your next augment is one tier higher.
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Replication Gold Choose 1 of 3 components. For the next 2 rounds, gain a copy of that component.
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Restart Mission Silver Remove all champions on your board and bench. Gain @3Cost@ random 2-star 3-costs, @2Cost@ 2-star 2-costs, and @1Cost@ 2-star 1-cost champion.
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Retribution Prismatic Gain 2 Hands of Justice. Allies equipped with Hand of Justice gain Precision and 15% Critical Strike Chance.
- Precision
- Precision: Ability damage can critically strike. Additional Precision grants 10% Critical Strike Damage.
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Savings Account Gold After you earn 50 gold in interest, gain 25 gold. Your max interest is increased to 7. Gain 4 gold now.
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Seraphim's Staff Gold Gain an Archangel's Staff. Archangel's Staff grants 2 additional Mana Regen if its holder has 90% or more Ability Power.
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Shimmerscale Essence Prismatic Gain a Mogul's Mail. In 6 rounds, gain a Gamblers Blade. These items give gold as well as combat power.
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Side Effects Gold When an ally is healed, they deal 50% of the healing to their target as magic damage. Every 5 seconds, allies heal for 4% of their max Health.
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Size Matters Silver Gain a Giant's Belt. After a champion starts combat with more than ? max Health, gain a Warmog's Armor. -
Slice of Life Silver Twice per stage, gain a random champion. Its cost increases by Stage. This effect ends after receiving 1 5-cost champion.
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Small Grab Bag Silver Gain 2 random item components.
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Solo Leveling Gold For the next 5 combats, your team size is 1 but the champion you field has massively increased stats. Gain 1 XP for every kill they get. Afterwards, gain 2 item components.
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Speedy Double Kill Gold Gain a Guinsoo's Rageblade. When 2 players are eliminated, gain 40 gold. Fates Championship, 2021
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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.
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Subscription Service Prismatic Now and at the start of each Stage, open a Shop of 4 unique 4-cost champions and gain 6 gold.
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Survivor Silver Gain 4 gold. After 3 players are eliminated, gain 100 more gold.
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Sweet Treats Prismatic Gain an Artifact anvil. Your team gains 16 Health for each item equipped on champions. Magic N' Mayhem Tactician's Crown, 2024
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Sword Overflow Prismatic Gain 4 B.F. Swords. Your B.F. Swords grant +4% Attack Speed.
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Tactician's Kitchen Prismatic Gain a random Emblem. After 3 rounds, gain a Tactician's Cape.
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Baron's Lair Prismatic Gain a random Tank item. After 8 seconds of combat, your team gains 5% bonus Attack Damage and Ability Power every second for the rest of combat. TFT Paris Open, 2025
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Blood Offering Gold Gain a Bloodthirster. Combat start: Allies holding Bloodthirsters lose 20% Health but gain a 30% Health shield and 10% Attack Damage.
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The Golden Dragon Gold Gain a Mogul's Mail. Champions holding Mogul's Mail take up 2 team slots but gain 700 Health and 20% Durability. Mogul's Mail gives gold as well as combat power. Dragonlands Championship, 2022
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The Tower Silver Gain a giant Training Dummy with increased Health (increases with Stage). Every 4 seconds, it zaps the 3 nearest enemies dealing 5% max Health true damage.
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Woven Magic Prismatic Gain a random item component. Every 2200 Mana your team spends grants an additional component (max /3).
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Deadlier Blades Gold Gain a Deathblade. Deathblades permanently gain ?% Attack Damage whenever their holders score a takedown. -
The Trait Tree Prismatic Gain 3 random Emblems, a Reforger, and 2 gold.
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The Trait Tree+ Prismatic Gain 3 random Emblems, a Reforger, and 4 gold.
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Treasure Hunt Gold Gain a locked chest each Stage between now and Stage ?. Unlock each chest when you spend ? gold on Shop rerolls. These chests persist until opened.
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Trifecta I Gold Gain 2 3-cost champions. Combat Start: 3 random 3-cost champions gain 220 Health and 20% Attack Speed.
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Trifecta II Prismatic Gain 3 3-cost champions. Allies gain 5% Attack Speed. Combat Start: 3 random 3-cost champions gain 300 Health and 25% Attack Speed.
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Twin Guardians Silver If you have exactly 2 allies in your first row, grant them 100 bonus Health, 35 Armor, and 35 Magic Resist.
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Two Much Value Gold Gain 1 reroll for every 2 unique 2-cost champions fielded last player combat. Gain 1 2-cost champions.
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Two Tanky Gold When you field exactly 2 copies of a champion, they both gain 500 Health. When one copy dies, the other gains a 40% max Health Shield for 12 seconds. When you 3-star, gain a 2-star copy.
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Warlord's Honor Gold Every round, your team gain 5% Attack Damage and Ability Power. Champions start with 1 stack of this effect, and can stack up to 4 times.
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Upward Mobility Prismatic Buying XP costs 1 less. Gain 2 Health and 2 free rerolls whenever you level up.
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Urf's Gambit Gold If you win your next player combat, gain a Spatula. If you lose, gain a Frying Pan. Gain a component anvil and 6 gold now.
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Wand Overflow Prismatic Gain 4 Needlessly Large Rods. Your Needlessly Large Rods grant +5% Attack Speed.
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Heart of Steel Gold Gain a Steadfast Heart. Every 10 seconds of combat its holder survives, Steadfast Heart gains additional ? permanent max Health. -
Warpath Gold Gain a 2-star 2-cost champion. After dealing 80 player damage, gain a chest of high cost champions and items.
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On a Roll Silver Whenever you star up a champion that you fielded last combat, gain 1 free Shop rerolls. Gain 6 gold.
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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
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Win Out Prismatic When you reach level 9, immediately level to 10 and gain 8 free Shop rerolls. Gain 6 XP now.
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Worth the Wait Gold Gain a random 1-cost champion. Gain another copy of them at the start of each round for the rest of the game.
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Worth the Wait II Prismatic 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.
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Briefly lifts the target into the air, interrupting their action. Set-17 sources include the Fizz and Rhaast carries, the frontliners Blitzcrank, Rek'Sai, Aatrox, Meepsie, and Nunu, and Samira herself — both via her active ("Jump and Jive") and the passive that triggers off any ally-applied knock-up.
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Disables the target for a duration: no movement, no attacks, no ability casts.
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Reduces the target's attack speed for a duration. Patch 17.1 renamed this keyword from "Chill"; it does not affect movement speed.
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Forced horizontal displacement that moves a target toward the source. Distinct from Knock Up (vertical airborne) and Dash (self-movement); the pulled unit is moved by another's effect.
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Reduces the target's Magic Resist by 30% for a duration.
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Reduces the target's Armor for a duration.
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Reduces the affected unit's outgoing damage by a percentage for a duration. Patch 17.1 renamed this keyword from "Dazzle" to "Weaken"; the mechanic is unchanged. Distinct from Sunder (Armor shred) and Shred (Magic Resist shred) — Weaken taxes the target's damage output directly rather than reducing a resistance stat.
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Deals a percent of the target's maximum Health as true damage every second. Most burn sources also apply Wound, which reduces healing received — together they form the standard answer to high-Health frontlines. Standard craftable burn items in Set 17: Morellonomicon (on hit), Red Buff (on hit), and Sunfire Cape (passive AoE every 2s). Searing Shortbow (per 20 mana spent) is a trait-exclusive Anima Squad Anima Weapon, not a craftable.
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Damage dealt over multiple seconds as flat physical or magic damage, AD- or AP-scaled. Distinct from Burn (% max-Health true damage). Set-17 sources include Talon's stab, Akali's bleed (N.O.V.A. capstone), and the Stargazer Serpent constellation.
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Drains a stat (Armor, Magic Resist, Attack Damage, Ability Power) from enemies and grants it to the source or an ally. Distinct from Shred and Sunder (one-way debuffs that only reduce the enemy stat) because the holder gains what the enemy loses.
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Reduces healing the target receives by 33% for a duration.
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Damage that bypasses Armor and Magic Resist — the damage number on the source is applied directly to current Health. Shields still absorb true damage like any other damage type.
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Instantly kills a target whose Health is below a threshold (typically a % of max Health). Resolves as true damage equal to the target's current Health, so it ignores Armor, Magic Resist, Durability, and damage reduction. Unlike ordinary true damage, an execute destroys any active Shield before applying its kill — a shielded unit at low HP is still executed once the threshold check passes; the Shield does not save it.
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Stores a portion of damage dealt or taken during combat, then releases it as a single payload when a trigger fires (on-death, on-takedown, timer, or duration end). In Set 17, Annihilator stores 20% of damage dealt and unleashes it as true damage on death or after a timer; the Anima Squad Latent Explosion bonus stores 15% of damage dealt and detonates on takedown; Aurora's ult marks enemies who store 10% of damage they take and pay it back as true damage when the Hack ends.
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Damage dealt to a unit beyond what was needed to kill it — the excess portion that would otherwise be wasted. Some abilities, items, and augments capture this excess and redirect it as new damage to nearby enemies.
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Grants temporary HP that absorbs damage before the unit's real Health is touched.
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Grants the unit additional maximum HP, either flat (like +150 Health) or percentage (like +6% max Health). It comes up whenever you stack Giant's Belt items, pick health-boost augments such as Yasuo's Golden Hex or Giant and Mighty, or play Cho'Gath, whose cast permanently raises his own max Health every time he eats an enemy. For the cross-round permanent stat-stacks angle specifically, see the dedicated permanent stat-stacks page.
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Restores Health to a unit, capped at maximum HP.
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Generic enhancement — temporarily boosts an attack, ability, or stat beyond its baseline. Empower effects are usually one-shot bonuses tied to a single attack or cast (e.g., Caitlyn's Headshot passive empowers a chance-based attack — 15% per shot; Vex's Active fires 3 empowered strikes), not permanent stat gains.
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The physical-defense stat that reduces incoming AD damage. Tank items, the Bastion trait, and champions or items that grant flat Armor all feed into this mechanic, alongside the handful of effects that scale a bonus off a unit's Armor value. Sunder is its inverse — a debuff that reduces enemy Armor.
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The magic-defense stat that reduces incoming AP damage. Many sustain items, the Bastion frontline trait, and "Gain X Armor and Magic Resist" effects grant or scale off it; Shred is its inverse.
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Protective state where the unit cannot be selected by enemy basic attacks or ability targeting. Distinct from invulnerability (which blocks damage but still allows targeting); often triggered by HP-threshold trait passives or item effects.
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State that prevents all incoming damage for a duration; the unit can still be targeted and attacked, but takes no damage. Distinct from Untargetable, which prevents the unit from being targeted at all.
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Protective state where the unit ignores incoming crowd control (stuns, slows, knock-ups) for a duration. The unit can still be targeted and damaged. Distinct from Untargetable (cannot be hit) and Invulnerable (takes no damage).
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Buff state where the unit becomes untargetable for the buff's duration. Since patch V12.6 stealth is a pure timed buff — the unit can attack and cast freely without breaking it. Functionally synonymous with Untargetable in current TFT; the keyword survives for historical compatibility.
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Repositioning movement that breaks normal movement — either a telegraphed dash across hexes or an instant blink/teleport to a new position. In Set 17, the Challenger trait dashes its champions to a new target when their current one dies, and several abilities blink or teleport behind enemies for setup or escape.
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Bonus Attack Speed makes a unit attack more often per second, which means more auto-attack damage and faster mana generation toward the next ability cast. Some carries scale beyond that — their ability itself fires more hits when they have more Attack Speed (e.g., Bel'Veth's slash count, Jinx's rocket count). Stacking AS items and traits on these units compounds: faster autos, faster casts, and bigger casts.
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Scales with Ability Power (AP). Champions and effects flagged as AP-scaling get bigger damage, healing, or shield values when the holder stacks AP from items like Jeweled Gauntlet, Rabadon's Deathcap, and Nashor's Tooth, or from trait bonuses.
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Multiplicative bonus to all damage dealt — distinct from raw AD/AP because it applies after the type-specific scaling.
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Scales with crit chance and crit damage from items like Infinity Edge and Jeweled Gauntlet. By default abilities cannot crit — the sibling Precision mechanic is what lets spell damage roll crits, so crit-on-spell builds need a Precision source before crit chance and crit damage actually apply to abilities.
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Keyword reworked in patch 17.1. The first Precision source on a unit still flips the unlock that lets ability damage roll critical hits; every additional Precision source after that grants +10% Damage Amp instead of the +10% Critical Strike Damage it used to give pre-17.1. Sources include Infinity Edge, Jeweled Gauntlet, the Fateweaver trait innate, and a few crit-focused augments — layering them stacks Damage Amp under the new rule.
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Heals the source for a percentage of damage dealt (any type).
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Reduces incoming damage by a percentage damage reduction that stacks multiplicatively after Armor and Magic Resist. Sources include the Vanguard trait, Stargazer constellations (Mountain, Serpent), Steadfast Heart, and augments like Evelynn's Boon and Cursed Crown.
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Subtracts a fixed amount from each instance of incoming damage. In the documented case (per the LoL Wiki's one explicit ordering statement) the flat amount comes off after Armor / Magic Resist, so it is compared to the already-resisted number, not the raw hit; whether every Set 17 source follows this exact ordering isn't stated as a single generalized rule. Because the reduction is flat rather than percent-based, an attack whose post-resist damage is below the threshold deals zero — distinct from Durability, which always lets some damage through. Set 17 sources are Jax's Counter Star-ike and Rammus's Astronaut Meep Bonus.
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The carrier ramps power within a single round — Titan's Resolve gains AD/AP per attack or hit taken, and Samira builds toward The Groove on knock-ups. All in-combat stacks reset when the round ends, unlike takedown-stacking which carries across rounds.
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The carrier gains a permanent stack on each takedown (kill or assist) and keeps those stacks across rounds, unlike in-combat stacking which resets. Set 17 Ezreal is the headline example: every 8 takedowns earns him a permanent damage drone, so early-round farming compounds into late-game burst.
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A status the unit applies to enemies, then later spends or counts to trigger a payoff. Examples: Kindred attacks build marks on a target and Wolf consumes them at 3 stacks for bonus physical damage; Doomer marks all enemies at combat start, and the mark is consumed on first damage to steal AD/AP for the strongest Vex.
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This effect triggers the instant a unit casts its ability. Items like Lich Bane and Innervating Locket reward you for landing as many casts as possible.
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Effect fires on each basic-attack hit — every auto procs items like Red Buff (burn/wound), Nashor's Tooth (mana on attack), and Kraken's Fury (stacking Attack Damage per attack, up to 15). On-hit carries scale with attack-speed buffs, so stacking AS multiplies their damage and utility per second.
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A passive is the part of a champion's ability that runs automatically — it doesn't require a cast and is always in effect. Many TFT carries pair a passive with an active that triggers when the mana bar fills.
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Effect fires when a unit secures a kill or assist. In Set 17, Kai'Sa's passive "On takedown, gain 10 mana" is a clean example, and Seeker's Armguard stacks +20 Armor / MR / AP per takedown.
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Effect fires when the unit itself is killed, commonly on items that bank value during combat (see damage-storage) and discharge it as a final payload. The Annihilator is the Set 17 example: it stores 20% of damage dealt and unleashes it as true damage on death.
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Passive Health restoration per second, typically as a percentage of max Health. Independent of healing procs (Heal) and damage-scaled sustain (Omnivamp); the wearer just regenerates over time.
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The unit-level resource that gates ability casts — champions cast once their mana bar fills, so low-mana units cast more often than high-mana ones. Spear of Shojin (mana per attack) and Adaptive Helm (amplifies Mana from all sources) push casts faster, alongside starting-mana augments. Blue Buff is no longer a mana item in Set 17 — it's now an AD/AP amp.
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The player-level economy resource — earned each round (base income + interest + win/loss streaks), spent on rerolling the shop, buying XP, and purchasing units. Augments grant flat gold, raise interest, or make kills drop gold; some items generate gold on takedown.
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The player-side progression resource. Spending gold on XP buys it; each level raises the team-size cap and shifts shop odds toward higher-cost champions. Augments grant XP directly or trigger off "level up" to accelerate the curve.
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The shop action that discards the visible champion shop and draws a new set, costing 2 gold by default. Players reroll to find copies of specific champions, since combining three of the same champion upgrades them from 1-star to 2-star, and nine copies reach 3-star. The shop also refreshes for free once at the start of each round. Some augments and items grant additional free rerolls or shop refreshes.
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The offboard storage row (default 9 slots) where unfielded champions and held items sit between rounds. Augments may expand bench slots, populate it with new units, randomize its contents, or scale rewards off whether it's empty or full — distinct from on-field summons.
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Round-end gold earned per 10 gold banked, capped at 5 by default. Economy augments raise the cap (max interest) or grant flat bonus gold "in interest" beyond it.
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The tactician's life total — distinct from unit max-Health on the board. Augments scale comeback bonuses from missing player Health, grant current+max player Health directly, or trade player Health for resources (gold, items).
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Adds a unit to the field — temporary or permanent. Covers ability summons (pets and minions like Fizz's Mega Meeps), trait-spawned minions and relics (Shepherd's Bia and Bayin, Bulwark's placeable relic, Primordian Swarmlings), resurrect/revive of fallen allies, and bench-to-field arrivals (the Thresh's Lantern artifact flings a benched unit onto the board). Summon-buff augments scale these. Bench refers to expanding bench slots, not the act of summoning; clone refers to making an exact copy of an existing unit, not summoning a new entity.
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Spawns a duplicate of an existing unit — typically inheriting its items.
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The Groove is the Set 17 Space Groove origin's signature buff. While in The Groove, Groovians gain flat Attack Speed and max Health Regen (scaled by how many Groovians you field); at the 5-Groovian tier and above, every second they spend in it also adds stacking Attack Damage and Ability Power. All Groovians enter The Groove automatically at start of combat for 3 seconds at the 3/5/7-unit tiers (higher tiers amplify the per-second AD/AP gain rate rather than extending the window); the 10-unit god tier has its own extended Groove.
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Realm of the Gods is the Set 17 mechanic that replaces the standard TFT carousel. Two of the nine gods — Ahri (Opulence), Ekko (Time), Kayle (Order), Yasuo (the Abyss), Evelynn (Temptation), Soraka (Stars), Varus (Love), Aurelion Sol (Wonders), or Thresh (Pacts) — are randomly chosen for the lobby, and at three God Offering windows (rounds 2-4, 3-4, and 4-4) every player picks one Blessing from one of those two gods. Whichever god you favored on at least two of the three picks becomes your alignment, and that god's Boon fires at 4-7. Blessings range from gold and XP to rerolls, items, emblems, and unique god-flavored effects. Picking a Blessing at every offering window is how players spend the slot the carousel used to fill in earlier sets.
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How often a unit casts its ability. Most damage, healing, shielding, and crowd control on a board comes from abilities, so squeezing extra casts per fight usually decides who wins the round. Two main levers — Mana governs the cost, refunds, and starting pool that gate every cast, while Attack Speed controls how fast the unit auto-attacks (each attack generates Mana).
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Damage dealt to enemies over multiple seconds rather than as a single hit. Set 17 has two flavors: Burn (% max-Health true damage) and Bleed (flat physical or magic damage per second from champion abilities and the Stargazer Serpent constellation).
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The per-round champion offer — five slots whose cost-tier odds shift with player level, drawn from a shared bag pool. Reroll, gold, and XP are the levers players pull to shape what appears: reroll redraws the slots, gold pays for it, and XP buys levels that tilt the odds toward higher tiers.
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Floating reward bubbles dropped by PVE rounds, encounters, and select augments / god offerings. Tiered silver → blue → gold → prismatic with patch-tuned drop tables; the tier governs the contents pool (gold, components, completed items, anvils, …).
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Lobby-wide game-modifier events that present the same option to every player, with picks weighted by tier (gold, prismatic, special). Patch 17.1 paused encounters at Set 17's launch; patch 17.2 reintroduced them as Opening Encounters that fire on early stages — examples include Reroll Start on 2-1, Artifact Anvil on 3-3, Stage Three Augments, Cheaper Levels, and Double Duplicators. Distinct from the Set-17-specific Realm of the Gods alignment which replaces the carousel slot in this set.
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God of Opulence
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God of Wonders
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God of Time
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God of Temptation
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God of Order
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God of Stars
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God of Pacts
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God of Love
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God of the Abyss