
100 Push Ups
Gain 15% Damage Reduction. For every 3 rerolls you spend gold on, gain 1% permanent Damage Amp.
Gain 15% Damage Reduction. For every 3 rerolls you spend gold on, gain 1% permanent Damage Amp.
When taking damage, gain 1 Armor or 6 Magic Resistance based on the damage type, up to 60 total resists.
At combat start go ALL OUT, gaining 20% Damage Reduction and 40% 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 35% more damage. Overkill damage bounces to the nearest enemy.
(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.
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 5% Attack Damage. All other sources of Attack Damage give 30% more.
When granting or receiving shields, add 175% of the shield's value as bonus physical damage on the next attack.
Every 5 seconds, Lulu feeds a snack to her Monster: 13% Health 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.
When switching targets, blink to the next target. The next attack deals 175% more as magic damage.
Damage dealt by Yone and Yasuo bleeds enemies for 20% of damage dealt over 2 seconds.
Attacks and Abilities ignore 40% 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.
Fire Bullet Hell.1:30% more projectiles with abilities.
On cast, the lowest percent Health ally gains shield for 6 seconds.
This champion's last-listed trait is 40% more effective on them.
Take up two unit slots. Gain Health, Durability, and Damage Amp.
30% Shred and Sunder enemies within 2 hexes. Take 10% less damage from Shredded or Sundered enemies.
Start dormant. Gain 4.5% Damage Amp and 80 Health whenever any unit dies. At 60% Health, awaken and blink toward enemies, stunning them for 1.5 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.
(1) 15% Attack Speed.
(2) 25% Attack Speed. 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 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 15 less Mana to cast.
On cast, the 2 nearest allies gain 35% of Mana spent.
On cast spawn 2 fairies that each deal
(1) Gain 75 Health, 5% Attack Damage, and 5% Ability Power for each Fighter or Assassin fielded.
(1) Increased to 75 bonus Health, 5% bonus Attack Damage, and 5% bonus Ability Power.
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% bonus and 2% bonus for each eliminated player.
Attacks have a 15% chance to the target for 1 second.
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.
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.
Attacking 85 times grants 1 gold. This gold value increases by 1 each time it activates.
Gain 16% Attack Damage and Ability Power. Each takedown, don a hat that grants 75% of each. On death, lose 50% of your hats.
If this champion survives a player combat, gain 2 gold.
Abilities deal 60% bonus damage as true damage over 4 seconds.
Gain 4.5% Damage Amp per player level. At level 10 gain an additional 35% Damage Amp.
Gain 100 Health and 8% Attack Damage. Each round, you may pay 3 player health for 75 Health and 3% Attack Damage.
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 30% bonus damage to enemies adjacent to the target.
Gain 10% Attack Speed. On takedown, generate a Cinder. Grant your team 2% bonus Attack Speed for every 8 Cinders.
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 150 true damage.
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 Armor and Magic Resist this champion has.
Cast Abilities twice, but deal 25% less total damage.
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 22% Ability Power, and permanently gain 1% every 2 takedowns.
Gain 12% Attack Damage, and permanently gain 1% every 2 takedowns.
Gain 10% Attack Speed, and permanently gain 1.5% every 3 takedowns.
At combat start gain 40 permanent Health. Every 10 seconds this champion survives, gain 12 additional permanent Health.
(1) Pilot the Mech, granting it your stats: 60% Health, 100% Attack DamageAbility PowerAttack Speed. Eject when at 60%.
(2) The Mech benefits from the pilots' traits.
Gain Attack Speed equal to 3% maximum Health. Attacks grant 2 bonus Mana.
When you field Mighty Mech and Luchador, The Mighty Mech gains 100 Health and becomes a Luchador granting 1 to the trait.
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.
(1) Gain 60% Attack Speed and moves significantly faster.
Fire 2 bonus needles with every 1st and 2nd cast that deal 45% damage.
Once this champion has died 8 times, gain 18% Health, 10% Omnivamp, and 25% Damage Amp. (Deaths: 8)
Start combat at 65% Health, but gain 35% Damage Amp.
If this champion has no active traits, gain 300-1000 Health and 30-85% Attack Speed (based on current Stage).
At the start of each round, gain a random permanent stat bonus.
4 Attack Damage Ability Power Attack Speed Armor Magic Resist Health Mana
Gain 2 packmates that deal
At combat start and every 3 seconds, gain 1 Mana Regen.
Set Attack Speed to 70. Convert 1% Attack Speed to 0.8% Attack Damage. Attacks deal 130% more damage and grant 5 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 8 Ability Power for the rest of combat.
Attacks grant 3% stacking Attack Speed.
Your Monster has 15 Monster Trainer levels.
Heal 6.5% max Health every 3 seconds. Gain 10% increased healing from all sources.
Reduce each instance of incoming damage by 25.
On cast, fire an additional orb that deals 6% damage to a random enemy. Subsequent casts add an additional orb.
Gain 50% of The Mighty Mech's Attack Damage and Ability Power, and 10% of its Health.
On death, summon a Training Dummy equipped with the same items. It has 60% of this unit's health.
If this champion is the only Soul Fighter fielded, it gains the benefits of Soul Fighter (4).
Gain 10% Durability. Heal for 5% of damage dealt by all other allies.
The first attack on each enemy deals 175% physical damage and for 1 seconds.
Create a perfect copy of this champion with the same items equipped that deals 22% damage and has 50% health.
Become a 2-hex singularity, dealing 1% as magic damage every second. When enemies die within the radius, gain 10 permanent Health.
Damage 30% Shreds and Sunders enemies for 6 seconds. Deal 8% increased damage against Shredded and Sundered enemies.
Combat start: Mark adjacent hexes for 5 rounds. Allies in marked hexes gain 12% Damage Amp and 150 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.
Dealing magic damage reduces Magic Resistance by 4 for the rest of combat.
Damage this champion deals contributes 75% more towards launching rockets from The Crew's ship.
Gain 40 Armor. Enemies attacking this champion take 25 + 8 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 50% of his shield and gains 25 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.
(1) Summon a storm that echoes 25% of damage dealt as magic damage.
(2) Both champions contribute damage. The storm is bigger.
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 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.
Gain 20% max Health and grow larger. After 15 seconds, all enemies for 1.5 seconds.
(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% bonus Attack Speed on kill. Execute enemies below 10% Health.
Gain 12% Attack Speed. At 50% Health, double it for the rest of combat. Then, shrink in size for 4 seconds, dodging all attacks.
(1) At low Health, gain 4% Damage Amp, spawn a Training Dummy, and dash to the furthest enemy.
(2) 6% bonus …; Dummies gain 1250 bonus …
Gain 100 Health and grant an additional 1 to the selected Stance's trait.
Gain 15% Omnivamp. For the first 15 seconds of combat, gain immunity to crowd control.
Gain 150 Health and immunity to crowd control. Charge to new targets, enemies passed through for 1 seconds.
Become untargetable while Untouchable.4+ allies are alive. If this champion ends the fight at full Health, permanently gain 2% Damage Amp.
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 12% Damage Reduction.
(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.