When granting or receiving shields, add 150% of the shield's value as bonus physical damage on the next attack.
When granting or receiving shields, add 175% of the shield's value as bonus physical damage on the next attack.
At combat start gain 35 permanent Health. Every 10 seconds this champion survives, gain 10 additional permanent Health.
At combat start gain 40 permanent Health. Every 10 seconds this champion survives, gain 12 additional permanent Health.
If this champion has no active traits, gain ?-? Health and ?-?% Attack Speed (based on current Stage).
If this champion has no active traits, gain ?-? Health and ?-?% Attack Speed (based on current Stage).
Gain ?% of The Mighty Mech's Attack Damage and Ability Power, and ?% of its Health.
Gain ?% of The Mighty Mech's Attack Damage and Ability Power, and ?% of its Health.
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.
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 40 Armor. Enemies attacking this champion take 25 + 5 per stage physical damage. (1 second cooldown per attacker)
Gain 40 Armor. Enemies attacking this champion take 25 + 8 per stage physical damage. (1 second cooldown per attacker)
Gain 8% Attack Speed, and permanently gain 1% every 3 takedowns. (Current: ?% )
Gain 10% Attack Speed, and permanently gain 1.5% every 3 takedowns. (Current: ?% )
Gain 20% Ability Power, and permanently gain 1% every 2 takedowns. (Current: ?% )
Gain 22% Ability Power, and permanently gain 1% every 2 takedowns. (Current: ?% )
When taking damage, gain ? Armor or ? Magic Resistance based on the damage type, up to ? total resists.
When taking damage, gain ? Armor or ? Magic Resistance based on the damage type, up to ? total resists.
On cast spawn 2 fairies that each deal
On cast spawn 2 fairies that each deal
Lucian's Ability dashes, fires +1 additional bullets, and grants 5 Ability Power for the rest of combat.
Lucian's Ability dashes, fires +1 additional bullets, and grants 8 Ability Power for the rest of combat.
On cast, the lowest percent Health ally gains )
On cast, the lowest percent Health ally gains )
Every 5 seconds, the Shadow Realm strikes the 3 closest enemies, dealing total magic damage equal to a portion of damage dealt by Wraiths since the last trigger.
Your lowest health Wraith heals for 18% of damage dealt by Wraiths and the Shadow Realm.
Every 5 seconds, the Shadow Realm strikes the 3 closest enemies, dealing total magic damage equal to a portion of damage dealt by Wraiths since the last trigger.
Your lowest health Wraith heals for 18% of damage dealt by Wraiths and the Shadow Realm.
Become a 2-hex singularity, dealing 1% () as magic damage every second. When enemies die within the radius, gain 8 permanent Health. (Total: ?
)
Become a 2-hex singularity, dealing 1% () as magic damage every second. When enemies die within the radius, gain 10 permanent Health. (Total: ?
)
Every 1.5 seconds gain Ability Power equal to your Mana Regen.
Every 2 seconds gain Ability Power equal to your Mana Regen.
On cast, the 2 nearest allies gain ?% of Mana spent.
On cast, the 2 nearest allies gain ?% of Mana spent.
Attacks and Abilities ignore 35% of enemy's Armor.
Attacks and Abilities ignore 40% of enemy's Armor.
Shen's ability also shields the lowest health ally for 40% of his shield and gains 10 stacking Magic Resist on cast.
Shen's ability also shields the lowest health ally for 50% of his shield and gains 25 stacking Magic Resist on cast.
Gain The Mighty Mech. Mighty Mechs heal it for 10% of the damage they deal.
Unlock the Mightiest Mech
Gain The Mighty Mech. Mighty Mechs heal it for 12.1% of the damage they deal.
Unlock the Mightiest Mech
Gain 300 Health and immunity to crowd control. Charge to new targets, Stunning enemies passed through for 1 seconds.
Gain 150 Health and immunity to crowd control. Charge to new targets, Stunning enemies passed through for 1 seconds.
Kills and losses during player combats earn Gem Power. Every 3 player combats choose to convert Gem Power into rewards or Double Down.
While Double Down is active losses grant 100% more Gem Power, but wins lose 50% Gem Power and cash out immediately.
Kills and losses during player combats earn Gem Power. Every 3 player combats choose to convert Gem Power into rewards or Double Down.
While Double Down is active losses grant 100% more Gem Power, but wins lose 50% Gem Power and cash out immediately.
Take up two unit slots. Gain Health, Durability, and Damage Amp.
Take up two unit slots. Gain Health, Durability, and Damage Amp.
Star Guardians have a unique Teamwork bonus that is granted to all Star Guardians. Every Star Guardian fielded increases the bonus!
Prismatic: Spend 20000 mana (?)
THE STARS AWAKEN. after takedowns, decaying over 3s
and ?%
Star Guardians have a unique Teamwork bonus that is granted to all Star Guardians. Every Star Guardian fielded increases the bonus!
Prismatic: Spend 18500 mana (?)
THE STARS AWAKEN. after takedowns, decaying over 3s
and ?%
Set Attack Speed to ?. Convert ?% Attack Speed to ?% Attack Damage. Attacks deal ?% more damage and grant ? more Mana.
Set Attack Speed to ?. Convert ?% Attack Speed to ?% Attack Damage. Attacks deal ?% more damage and grant ? more Mana.
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: ?)
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. (Weights Left: ?)
On death, summon a Training Dummy equipped with the same items. It has ?% of this unit's health.
On death, summon a Training Dummy equipped with the same items. It has ?% of this unit's health.
Gain 20% Attack Damage and Ability Power. Each takedown, don a hat that grants 0.75% of each. On death, lose 50% of your hats. (Current Hats: ?)
Gain 16% Attack Damage and Ability Power. Each takedown, don a hat that grants 0.75% of each. On death, lose 50% of your hats. (Current Hats: ?)
Fire 2 bonus needles with every 1st and 2nd cast that deal 50% damage.
Fire 2 bonus needles with every 1st and 2nd cast that deal 45% damage.
Create a perfect copy of this champion with the same items equipped that deals ?% damage and has ?% health.
Create a perfect copy of this champion with the same items equipped that deals ?% damage and has ?% health.
Abilities cost 20 less Mana to cast.
Abilities cost 15 less Mana to cast.
Reduce each instance of incoming damage by ?.
Reduce each instance of incoming damage by ?.
Once this champion has died 8 times, gain ?% Health, ?% Omnivamp, and ?% Damage Amp. (Deaths: ?)
Once this champion has died 8 times, gain ?% Health, ?% Omnivamp, and ?% Damage Amp. (Deaths: ?)
Battle Academia champions upgrade their abilities and gain Potential . Potential improves their abilities.
Prismatic: Earn 1 point for every Completed item a champions uses in combat. Graduate at 175 points. (?/175).
True Potential Unlocked: +10
Battle Academia champions upgrade their abilities and gain Potential . Potential improves their abilities.
Prismatic: Earn 1 point for every Completed item a champions uses in combat. Graduate at 160 points. (?/160).
True Potential Unlocked: +10
Every 4th attack deals 40% more damage. Overkill damage bounces to the nearest enemy.
Every 4th attack deals 35% more damage. Overkill damage bounces to the nearest enemy.
Luchadors gain bonus Attack Damage.
At 50% health, Luchadors cleanse negative effects, heal, and leap back into the fight, Stunning enemies in a 1-hex radius for 1 seconds.
Luchadors gain bonus Attack Damage.
At 50% health, Luchadors cleanse negative effects, heal, and leap back into the fight, Stunning enemies in a 1-hex radius for 1 seconds.
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.
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.