Gain 15% Damage Reduction. For every 3 rerolls you spend gold on, gain 1.0% permanent Damage Amp. (Current: (?)% )
Damage this champion deals contributes 75% more towards launching rockets from The Crew's ship.
When taking damage, gain 1 Armor or 6 Magic Resistance based on the damage type, up to 55 total resists.
At combat start go ALL OUT, gaining 20% Damage Reduction and 50% Attack Damage. Health no longer decays while ALL OUT.
Gain 12% Damage Amp, increased to 28% Damage Amp after the first takedown each combat.
Every 4th attack deals 40% more damage. Overkill damage bounces to the nearest enemy.
Store 10% max Health at combat start and 2% more every second. On death, deal the stored Health as magic damage in a large radius.
Gain 12% Attack Damage, and permanently gain 1.0% every 2 takedowns. (Current: (?)*100% )
Gain 5% Attack Damage. All other sources of Attack Damage give 30% more.
When granting or receiving shields, add 150% of the shield's value as bonus physical damage on the next attack.
Every 5 seconds, Lulu feeds a snack to her Monster: 13% Healing for Rammus, 12% Attack Damage for Smolder, or 12% Ability Power for Kog'Maw.
Attacks deal 20% of Basic Attack Damage as physical damage to enemies within attack range of the target.
Gain 100 Health and 8% Attack Damage. Each round, you may pay 3 player health for 75 and 3
.
(Total: (?) (?)*100
)
Attacks and Abilities ignore 35% of enemy's Armor.
At combat start, take the form of the nearest ally, granting them and this champion a 30% Health shield.
Gain an additional plant. Plants deal 20% less damage and have 30% less Health.
If this champion has no active traits, gain 300-800 Health and 20-65% Attack Speed (based on current Stage).
Fire 35% more projectiles with abilities.
The Mighty Mech converts 8% of damage taken into Attack Damage and Ability Power, and gains 100 Armor and Magic Resist.
Crystal Rose champions are treated as Mighty Mechs for the Mech's abilities.
On cast, the lowest percent Health ally gains 120 () shield for 6 seconds.
(1): Summon a storm that echoes 25% of damage dealt as magic damage.
(2): Both champions contribute damage. The storm is bigger.
This champion's last-listed trait is 40% more effective on them.
30% Shred and Sunder enemies within 2 hexes. Take 10% less damage from Shredded or Sundered enemies.
Start dormant. Gain 5% Damage Amp and 80 Health whenever any unit dies. At 60% Health, awaken and blink toward enemies, stunning them for 2 seconds.
Gain 20% Omnivamp. Overhealing from Omnivamp converts to shield. (Max: 40% Health)
Abilities can Critically Strike. Every 3 seconds, gain 5% Critical Strike Chance.
Gain Attack Speed. At combat start, disable the opposite enemy for 3 seconds.<br><br>
(1): 15% .
(2): 25% . Disable two enemies.
Heal for 15% of magic damage dealt. On cast, take 8% max Health as true damage, but gain 12 stacking Ability Power.
Ability damage Stuns for 1 second.
After every 12th attack, fire five projectiles at the closest enemies that deal 120% of Basic Attack Damage as physical damage.
Arrows cost 2 less Mana during Varus's Ability.
After 15 seconds, if still alive, deal 40% of damage taken this combat as magic damage to all enemies.
Attacks have a 25% chance to trigger an additional attack.
(1): If alive at 18 and 30 seconds, kill the enemy with the most Health
(2): At 15 and 25 seconds instead.
Abilities cost 20 less Mana to cast.
On cast, the 2 nearest allies gain 25% of Mana spent.
Damage dealt by Yone and Yasuo bleeds enemies for 20% of damage dealt over 2 seconds.
On cast spawn 2 fairies that each deal 80-200 (based on Stage) magic damage to the target over the next 8 seconds.
Gain 75 Health, 5% Attack Damage, and 5% Ability Power for each Fighter or Assassin fielded.
Ascend an additional time at levels 7 and 10.
Level 7: Gain 5% Ability Power every 3 attacks.
Level 10: Launch 2 additional waves that deal 55% damage.
Gain 10% Omnivamp. Whenever an ally dies, gain 4% stacking Damage Amp.
After round 5-2 if this champion is 3-star, become 4-star at combat start.
Gain 12% Damage Amp and 8% Damage Reduction, increased by 2% and 2%
for each eliminated player.
(1): Attacks have a 15% chance to Stun the target for 1 seconds.
(2): These attacks deal 55 bonus magic damage per Stage.
At combat start, fuse with the nearest ally, gaining 45% of their Health, Attack Damage, and Ability Power.
On cast, gain stacking Attack Damage equal to 40% of Mana spent.
Attacking 85 times grants (?) gold. This gold value increases by 1 each time it activates. (Attacks: (?) / 85)
At combat start gain 35 permanent Health. Every 10 seconds this champion survives, gain 10 additional permanent Health.
(Current: (?) )
If this champion survives a player combat, gain 2 gold.
Abilities deal 60% bonus damage as true damage over 4 seconds.
Gain 5% Damage Amp per player level. At level 10 gain an additional 35% Damage Amp.
Takedowns grant 90% Attack Speed that rapidly decays over 3 seconds.
Combat Start: Ryze is frozen for the first 3 seconds of combat. His Ability 20% Chills enemies for 4 seconds, and deals 20% bonus damage to enemies adjacent to the target.
Gain 10% Attack Speed. On takedown, generate a Cinder. Grant your team 2% bonus for every 8 Cinders. (Cinders: (?); Team
: (?)%)
Every 2 seconds, Burn and Wound the closest non-Burning enemy for 10 seconds. Take 15% less damage from Burning enemies.
Every 6 attacks, deal 215 () true damage.
Gain 20% max Health and grow larger. After 15 seconds, Stun all enemies for 1.5 seconds.
Attacks and Abilities ignore 40% of enemy's Magic Resistance.
Abilities target the lowest Health enemy in range instead. Gain 3 Mana Regen.
Gain 20 Armor and Magic Resistance. At combat start allies in the back row gain 1% Attack Speed for every 30 combined and
this champion has.
Xayah and Rakan gain bonus stats based on each other's star level.<br>
(1): 10% | 180
, 12
(2): 12% | 250
, 15
Cast Abilities twice, but deal 25% less total damage.
Gain 20% Ability Power, and permanently gain 1% every 2 takedowns. (Current: (?)% )
Gain 10% Ability Power. All other sources of Ability Power give 30% more.
Start combat with full Mana.
At combat start, gain 50 Mana and give 25 Mana to all allies in a line in front of this champion.
Gain 20% Attack Damage and Ability Power. Each takedown, don a hat that grants 0.5% of each. On death, lose 50% of your hats. (Current Hats: (?))
(1): Pilot the Mech, granting it your stats: 50% , 100%
. Eject when at 50%.
(2): The Mech benefits from the pilots' traits.
Gain Attack Speed equal to 3% maximum Health. Attacks grant 2 bonus Mana.
Heal 7% max Health every 3 seconds. Gain 10% increased healing from all sources.
Attacks and Abilities execute enemies below 10% Health. Kills have a 25% chance to drop a gold.
The first cast each combat grants 5 Mana Regen and 30% Ability Power.
Gain 60% Attack Speed and moves significantly faster.
Fire 2 bonus needles with every 1st and 2nd cast that deal 50% damage.
Once this champion has died 8 times, gain 25% Health, 10% Omnivamp, and 25% Damage Amp. (Deaths: (?))
Start combat at 65% Health, but gain 35% Damage Amp.
At the start of each round, gain a random permanent stat bonus.
Current: +(?)*100 , +(?)
, +(?)*100%
, +(?)
, +(?)
, +(?)
, +(?)
Gain 2 packmates that deal 15% () physical damage. When Naafiri uses her Ability, packmates dash to the lowest Health enemy within 2 hexes.
At combat start and every 3 seconds, gain 1 Mana Regen.
Set Attack Speed to 70. Convert 1.0% Attack Speed to 0.8% Attack Damage. Attacks deal 130% more damage and grant 10 more Mana.
Every 4 seconds heal this champion and allies within 2-hexes for 18% of their missing Health.
Lucian's Ability dashes, fires +1 additional bullets, and grants 5 Ability Power for the rest of combat.
Attacks grant 3% stacking Attack Speed.
Your Monster has +15 Monster Trainer levels.
Reduce each instance of incoming damage by 30.
On cast, fire an additional orb that deals 6% damage to a random enemy. Subsequent casts add an additional orb.
When you field Mighty Mech and Luchador, The Mighty Mech gains 100 Health and becomes a Luchador granting +1 to the trait.
Gain 35% of The Mighty Mech's Attack Damage and Ability Power, and 10% of its Health.
(1): Combat Start: Jump into the enemy's backline and deal 20% less damage for the first 8 seconds of combat.
(2): Both champions jump.
On death, summon a Training Dummy equipped with the same items. It has 85% of this unit's health.
Gain 10% Durability. Heal for 5% of damage dealt by all other allies.
The first attack on each enemy deals 175% () physical damage and Stuns for 1 seconds.
Create a perfect copy of this champion with the same items equipped that deals 25% damage.
Become a 2-hex singularity, dealing 1.0% () as magic damage every second. When enemies die within the radius, gain 8 permanent Health. (Total: (?)
)
Damage 30% Shreds and Sunders enemies for 6 seconds. Deal 8% increased damage against Shredded and Sundered enemies.
Combat start: Mark adjacent hexes for 3 rounds. Allies in marked hexes gain 12% Damage Amp and 200 Health. This champion gains 200% of the bonus.
Every 2 seconds, Burn and Wound the closest non-Burning enemy for 10 seconds. Deal 10% more damage to Burning enemies.
If this champion is the only Soul Fighter fielded, it gains the benefits of Soul Fighter (4).
Dealing magic damage reduces Magic Resistance by 4 for the rest of combat.
Gain 8% Attack Speed, and permanently gain 1.0% every 3 takedowns. (Current: (?)*100% )
Gain 40 Armor. Enemies attacking this champion take 25 + 5 per stage physical damage. (1 second cooldown per attacker)
Gain 20% Critical Strike Chance. Attacks that critically strike deal 40% bonus magic damage.
If this champion starts combat alone in its row, gain 35% Health.
Shen's ability also shields the lowest health ally for 40% of his shield and gains 10 stacking Magic Resist on cast.
(1): Gain 25% increased bonuses from Star Guardian.
(2): And heal the other Star Sailor for 15% of damage dealt.
(1): Gain 200 Health and +40% Potential
(2): Gain 1 XP per round, and another 1 for each surviving Star Student.
Gain 10% Attack Speed. On takedown, gain +1 Attack Range.
Every 3 seconds, zap the closest enemy for 9% of their max Health as magic damage. Whenever an enemy is Stunned by any source, zap them.
Every 2 seconds gain Ability Power equal to your Mana Regen.
Your team gains 4% Damage Amp, increased by 3% for each 3-Star on your team. This champion gains 200% of the bonus.
While this champion is the Supreme Cell, they execute enemies under 18% Health instead.
Gain 15% Attack Speed and 10% Ability Power. After 15 and 66 attacks, this amount doubles. (Attacks: (?))
(1): This champion's Star Guardian Teamwork bonus is increased by 15% per star level.
(2): 20% bonus per star level.
(1): Kills heal 15% max Health and grant 40% Attack Speed for 2 seconds.
(2): 40% on kill. Execute enemies below 10% Health.
When switching targets, blink to the next target. The next attack deals 175% more as magic damage.
Gain 12% Attack Speed. At 50% Health, double it for the rest of combat. Then, shrink in size for 4 seconds, dodging all attacks.
Take up two unit slots. Gain Health, Durability, and Damage Amp.<br>
(1): 1000 ; 20%
; 10%
.
(2): 1400 ; 25%
; 30%
.
(1): At low Health, gain 8% Damage Amp, spawn a Training Dummy, and dash to the furthest enemy.
(2): 12% ; Dummies gain 1250
Gain 100 Health and grant an additional +1 to the selected Stance's trait.
Gain 15% Omnivamp and immunity to crowd control for the first 15 seconds of combat.
Gain 300 Health and immunity to crowd control. Charge to new targets, Stunning enemies passed through for 1 seconds.
Become untargetable while 4+ allies are alive. If this champion ends the fight at full Health, permanently gain 2% Damage Amp. (Current: (?)*100% )
At combat start or when this activates gain 48 Armor and Magic Resistance. Every second, convert 3 resists into 3% Attack Damage. (Up to 48)
Gain 10 Weights. At 1+, move and attack 50% slower. Player victories drop 1 Weights, 2 on a loss. At 0, move faster and gain 60% Attack Speed and 18% Damage Reduction. (Weights Left: (?))
(1): When fielding 2+ copies of this unit, grant both 40% of a stat based on Role. At 3-Star, gain a 2-Star copy.
(2): 60% bonus stats.