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After losing a player combat, gain 15 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.
Scribe a unique divine law, allowing you to choose an effect to apply to Arbiters when a chosen cause occurs.
Innate: Fateweavers have Precision.
Innate: Mecha units can transform into their Ultimate form, upgrading their ability and gaining 60% Health. Transformed Mechas take up two team slots and count twice for the Mecha trait.
Astronauts attract Meeps that empower Astronaut abilities in meepy ways. They also gain bonus Health.
Gain Psionic items that can be equipped to any ally.
Summon a placeable relic. At the start of combat, it grants adjacent allies a 18% max Health shield and 20% Attack Speed.
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.
Allies take 5% less damage from abilities, increased to 10% while Morgana is in Dark Form.
You heal for 15% of player damage you deal. Fiora always wins a one on one duel.
Combat Start: Mark all enemies with Doom. The first time enemies are damaged each combat, their Doom is consumed, stealing 8% Attack Damage and Ability Power from them and granting it to your strongest Vex.
Enemies have 14% less Armor and Magic Resist.
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.
Zed is obtained from the Invader Zed augment. While at least one clone is alive, Zed gains 40% bonus Attack Damage.
When you field Miss Fortune, choose between Channeler Mode, Challenger Mode, and Replicator Mode. Miss Fortune has a unique ability based on her mode and gains the associated trait.
Every 3 rounds, Tahm Kench grants a reward!
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.
For each non-unique trait you have active, your team gains 2%/3%/4% Attack Speed, and 2/3/4 Armor and Magic Resist.
Your team gains 12 Armor and Magic Resist. Bastions gain more, and the value doubles in the first 10 seconds of combat.
Your team gains 7% Health. Brawlers gain more.
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 2.50 seconds.
Innate: Channelers gain 20% additional Mana from all sources. Your team gains Mana Regen, increased for Channelers.
Your team gains 5% Omnivamp. Marauders gain more Omnivamp, Attack Damage, and their Omnivamp overhealing is converted into Shield (up to 25% max Health.)
Replicator abilities occur a second time at reduced effectiveness.
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.
Shepherds summon the Bond of the Stars to aid them in battle.
Snipers gain Damage Amp, increased against targets farther away.
Stargazers chart a different constellation every game. This game: The Altar.
Stargazers chart a different constellation every game. This game: The Boar. Gain gold on win. Allies in empowered hexes gain 8% health, attack damage, and ability power. Stargazers gain more.
Stargazers chart a different constellation every game. This game: The Fountain. Allies in empowered hexes gain 1 mana regen. Stargazers in empowered hexes gain more and heal the lowest Health ally with their abilities.
Stargazers chart a different constellation every game. This game: The Huntress. Mark the highest Health enemies. Allies in empowered hexes gain 15% attack speed. Stargazers in empowered hexes gain more and heal for 10% of their max health when a marked enemy dies.
Stargazers chart a different constellation every game. This game: The Medallion.
Stargazers chart a different constellation every game. This game: The Mountain. Every 5 player combat, gain a Stargazer emblem. Stargazers in empowered hexes gain various bonuses.
Stargazers chart a different constellation every game. This game: The Serpent. Allies in empowered hexes gain 8% Durability. Stargazers in empowered hexes gain more and poison enemies, repeating a portion of damage dealt as magic damage over 3 seconds.
Vanguards gain 5% Durability while Shielded. Combat start and 50% Health: Gain a max Health Shield for 10 seconds.
Combat Start: Your Tanks and Fighters gain a Shield for 15 seconds. Your other allies gain Damage Amp. Voyagers gain double.

? ?, then deal ? ? physical damage to the current target. ?. ?: ? the battlefield, briefly knocking up all enemies and dealing ? ? physical damage.

?: ? every ?% missing ?, gain ?% ? ? ?: ? ? physical damage to the target and ? ? if they're a tank.

?: ? have a ?% chance to fire an empowered ?, dealing ? ? physical damage. ?. ?: ? all enemies, increasing damage taken by ?%. ? first time marked targets drop below ?% ?, ? them for ? ? physical damage. ?: ? twice and take the better outcome.

? ? magic damage to the lowest ? enemy in range and permanently gain ? maximum ?. ? this kills them, devour them and permanently gain ? maximum ? instead. (?: +?)

?: ? a blast at the current target that deals ? ? physical damage. ? takedowns, gain a drone that deals ? ? physical damage to the current target on cast. (?: ?)

? ? ? for 4 seconds. ? the current target, dealing ? ? magic damage and stunning them for ? seconds.

? a dagger towards the current target, dealing ? ? magic damage to the first target it hits. ? hitting its initial target or at its final destination, the dagger explodes dealing ? ? magic damage to nearby targets.

? for ? seconds, temporarily gaining ? max ? and dealing ? ? magic damage to adjacent enemies each second. ? transformed, ? is in ?.

? ? ? for ? seconds. ? the duration, allies within two hexes gain ? ? ? and ?. ?: ? grant ? ? ? to the nearest ? allies for ? seconds.

? ?, then briefly knock up adjacent enemies and deal ? ? magic damage.

? the target, causing them to bleed for ? ? physical damage over ? seconds. ? the attack, leap to the highest percent ? enemy within ? hexes.

?: ? deal ? ? bonus magic damage and an additional ? ? stacking magic damage over ? seconds. ? an enemy has ? or more stacks, ? is in ?. ?: ?% ? for ? attacks.

? a card with a value between 1 and 9 by chance, then throw it at the target. ? on the card drawn, deal between ? ? and ? ? magic damage. ? damage bounces to the nearest enemy. ?: ? twice and take the better outcome.

? down a ? on the target that deals ? ? magic damage. ?: ? additional ? mini ? are called down on nearby targets dealing ? ? magic damage each.

? next to the target to strike the most enemies. ? throw ? piercing kunai, each dealing ? ? physical damage to the first enemy hit, reduced to ? ? for subsequent targets. ? remove ?, increased to ? if they crit. ?. ?: ? all enemies, applying ? and a bleed that deals ? ? physical damage each second for the rest of combat. ? increase the damage of the bleed by ?%.

? a flurry of ? ? slashes at the current target over ? seconds, dealing ? ? physical damage each.

?: ? 5th attack, launch a returning boomerang at the target that travels two hexes past the first enemy it hits. ? deals ? ? physical damage, reduced by ?% per hit. ?: ? attack alongside ?, dealing ? ? physical damage per second.

? ? over ? seconds. ?, deal ? ? magic damage to adjacent enemies and ? them for ? seconds. ?: ? ? by 30%

?: ? deal magic damage. ? is in ? while targeting an enemy below ?% ?. ?: ? to a nearby hex to snip the lowest percent ? enemy, dealing ? ? magic damage to the target and ? ? magic damage to enemies in a cone. ? this kills, dash and snip again at ?% damage!

? a defensive stance for ? seconds, reducing incoming damage by ? ? and gaining ? ? ?. ? the stance ends, strike all nearby enemies, dealing ? ? magic damage and ? them for ? second(s).

? a barrage of ? ? bullets in a cone, each dealing ? ? physical damage to the first target hit.

? ? ? over ? seconds. ? the target, dealing ? ? magic damage and knocking up for ? seconds. ? impact creates meepwaves that deal ?% of these effects in the target's row. ?: ? water ?'s flower, increasing all incoming ? and ? by ?.

? a ball at an enemy that deals ? ? magic damage. ? impact, the ball has a 100% chance to bounce to a new target dealing ? ? magic damage. ? bounces can trigger additional bounces, but the odds halve with each bounce. ?: ? twice and take the better outcome.

? ? shield. ? second for the next ? seconds, gain ? ? more shield and deal ? ? magic damage to adjacent enemies. ? this ability ends, consume the remaining ? and heal for ?% of its value.

? ? ? and ?% ? for ? seconds. ? the duration, deal ? ? physical damage each second to enemies in a cone.

? up to one hex to throw a harpoon at the furthest enemy. ? harpoon pulls the first enemy hit one hex forward and deals ? ? physical damage. ?, teleport behind them and cleave, dealing ? ? physical damage to them and ? ? physical damage to nearby enemies.

? a paddle star at the current target, dealing ? ? magic damage to the first target hit and ? ? to others it passes through. ? the missile reaches its destination, redirect it to a distant enemy, increasing its speed and repeating the damage. ? redirect can occur ? times.

? a ? hex rift containing the target, ? enemies within for ? seconds and dealing ? ? magic damage to each, plus ? ? magic damage split between all enemies hit. ? enemies store ?% of all damage they take. ? the ? ends, they take true damage equal to the stored damage. ? ends early if it would kill the target.

?: ? deal ? ? bonus magic damage. ?: ? ? ? and summon 3 encircling orbs for ? seconds. ? deal ? ? magic damage to enemies they pass through, and rotate faster based on ?.

? through the current target, dealing ? ? magic damage. ? third cast also summons a ? after a delay, briefly knocking the target up and dealing ? ? magic damage in a one-hex radius, reduced by ?% per hex from the center. ?: ? ? to the bait, increasing ? damage by ?.

? ? ? for ? seconds. ? the duration, drain ? ? ? from the nearest ? enemies. ? slam down, dealing ? ? magic damage to all enemies within 2 hexes.

?: ? takedown, gain ? mana. ?: ? missiles in a ?-hex radius around the current target, dealing ? ? physical damage each.

?: ?'s spell gains a different secondary effect each game. ?: ? down something from the sky, dealing ? ? magic damage to ? nearby enemies and do some special effect based on this game's ?.

?: ?% more max ? from all sources. ?: ? an ?-shape of vines on the target, dealing ? ? magic damage to each enemy hit and ? them for ? seconds. ?. ?: ? forth a wave of dragons that stun all enemies for ? seconds. ? the rest of combat, ?'s attacks deal ? ? bonus physical damage.

?

?: ? combat start, forge a temporary completed item. ? 3 items are already equipped, a random completed item becomes ? for the rest of combat instead. ?: ? ? ? for ? seconds. ? breath fire in a cone, dealing ? ? magic damage. ? any ? on ? expires, ? enters ? for ? seconds.

?% ? for ? seconds, healing ? ? over the duration. ?, slash forward in a line, dealing ? ? physical damage to enemies hit and knocking them up for ? second.

?: ? an enemy is knocked up, shoot them, dealing ? ? physical damage and entering ? for ? seconds. ?: ? a volley of bullets at the target, dealing ? ? physical damage and knocking up for ? seconds.

? - ?: ? an enemy enters a ? ? hex radius, fire a blast in a cone towards the closest adjacent hex that deals ? ? physical damage with ?% falloff per hex. ? adjacent hex has a ? second cooldown. ?: ? ? ? for ? seconds and dash behind the current target. ? ?'s cooldowns.

? a one-hex psionic storm that follows enemies for ? seconds. ? second, it grows larger and deals ? ? magic damage to enemies within, reduced by ?% per hex from the epicenter.

? a deathbeam in a line towards the current target for ? seconds. ? deals ? ? magic damage per second, reduced by ?% per enemy it passes through. ? ignores ?% of the enemy's ?.

? to a nearby position, unleashing ? missiles split between the target and all enemies within two hexes. ? deal ? ? physical damage with a ?% chance of firing a mega missile that deals ? ? instead. ?: ? seconds, launch an ? at the target, dealing ? ? physical damage in a one hex radius on impact. ?: ? twice and take the better outcome.

? the force of a black hole, dealing ? ? magic damage split between the target and the ? closest enemies to them. ? target takes an additional ? ? magic damage.

?: ? and ? mark the target. ? an enemy reaches ? marks, ? consumes the marks, dealing ? ? physical damage. ?: ? up to ? hex away and fire arrows at the nearest ? targets, each dealing ? ? physical damage. ?. ?: ?% ?. ? and every ? seconds after, add a mark to all enemies.

?: ? deal ? ? magic damage instead. ?: ? clones that attack alongside ? for ? attacks, dealing ?% damage. ? their final attack, clones fire a bolt that deals ? ? magic damage.

?: ? third attack strikes an additional time for ? ? bonus physical damage. ?: ? brief meditation, enter a ?-? for ? seconds, gaining ?% ?, ?% ?, and increased movement speed. ? a second, fire a psychic projection at a random nearby enemy that deals ? ? physical damage.

? a disco bubble at the target that deals ? ? split between enemies in a one hex radius. ? explosion sends ? globs towards nearby enemies that deal ? ? magic damage. ? cast, ? enters ? for ? seconds.

? ? ? for ? seconds. ? an astrolabe to crash down on the most enemies within 2 hexes, dealing ? ? magic damage. ?, ? pushes the astrolabe towards the end of the board, dealing ? ? magic damage. ? enemies hit by the astrolabe are knocked up for ? seconds.

? ? shield for ? seconds. ?, strike the most enemies in a three hex line, dealing ? ? magic damage. ?: ? the damage of incoming attacks by ?. ? being attacked ? times, deal ? ? magic damage in a two hex radius.

?: ? adapts to ?'s ? or ?, whichever is higher. ? deal ? (?/?) damage. ?: ? to a nearby hex, gaining ? for ? seconds and slashing adjacent enemies for ? (?/?) damage. ? third cast, leap into the air and launch a wave of energy that deals ? (?/?) damage.

?: ? per combat after dropping below ?% ?, gain ? for ? seconds equal to ?% of healing received this combat. ?: ? ?, then tongue lash all enemies within two hexes dealing ? ? magic damage.

? a defensive stance for ? seconds gaining ?% ?. ? in the defensive stance, attract nearby enemy projectiles and heal ? ? over the duration. ? this ends, release a shockwave that deals ? ? as physical damage in a ?-hex range.

?: ? bounce to strike ? times, dealing ?% reduced damage per target hit and leaving a ? behind the final target. ?: ?% ? for ? seconds. ? the end, recall all ? split between the closest ? enemies, dealing ? ? physical damage each.

? a flying saucer over the current target that lasts ? seconds. ? second it deals ? ? magic damage to the target, plus ? ? magic damage split between all enemies within ? hex. ? saucer deals ?% increased damage to ?. ? an enemy under the ? dies, ? has a ?% chance to abduct them and create a 1-star copy on your bench. ? bonus: ? combat start, grant the nearest ? an additional ?. ? abducted: ?

?: ? seconds, call down a bolt on the highest ? nearby enemy that deals ? ? magic damage. ?: ? a disco ball at the largest clump of enemies, then uppercut the current target dealing ? ? magic damage and knocking up. ? crash down into the disco ball dealing ? ? magic damage in a three hex radius. ? ? for ? second per enemy hit.

?: ? attacks, reveal a ? on the target. ? a ? exists, dash to attack it dealing ? ? bonus true damage and heal for ?% of the damage dealt. ?: ? ? on the target and quickly attack them all. ? the target dies, remaining ? transfer to the nearest enemy. ? striking the final ?, create a two hex aura that heals allies within for ? ? over ? seconds.

?: ? fire ? projectiles in a cone that deal ? physical damage each. ?: ? an explosive shell that deals ? ? physical damage to the target, and ? ? physical damage to all enemies in a one hex radius.

?: ? has a fixed attack speed of ? and converts every ?% of bonus ? into ? bonus ?. ?: ? spectral hands that fire alongside ? for the next ? attacks. ? hand deals ? ? physical damage per shot and removes ?. ? final shots deal ?% more damage and pierce through the most enemies in a line, dealing ?% reduced damage per target hit.

? into ? for ? seconds, gaining ? ? ? for the duration. ? in ?, tether the ? nearest enemies, dealing ? ? magic damage per second to each one and healing for ?% of damage dealt. ? the end of the transformation, deal ? ? to all tethered enemies.

?: ? cast, attacks gain ? ? stacking bonus magic damage. ? from the third cast, gain true damage instead. ?: ? ? ? for ? seconds, then slice open a rift on the largest group of champions dealing the ?'s bonus damage to all enemies within. ? have their ? slowed by ?% while allies within gain ?% ?, both rapidly decaying over ? seconds.

? a chunk of magnetic debris at the nearest target without one, dealing ? ? magic damage and sticking it to them. ? an enemy with debris dies, it passes to the nearest enemy without one. ? casts, instead rip off all debris dealing ? ? magic damage, then crush all the debris onto the target, dealing ? ? magic damage and briefly stunning them.

?: ? time ? attacks, ? strikes a nearby enemy, dealing ? ? magic damage. ? an enemy is struck ? times by ?, ? strikes them again. ?: ? launches ? empowered strikes, dealing ? ? magic damage instead.

? a clone behind the target with ?% reduced max ? and ? increased ? cost. ? clone inherits its creator's items, stats, and current ?, and can cast ?.








