




Kai'Sa has a different Ability depending if her Attack Damage or Ability Power is higher.
Each round, gain Silver Serpents (Serpents), plus 2 additional for each Bilgewater takedown. Silver Serpents can be spent in the Black Market to grant Bilgewater champions bonus stats and special loot. Higher tiers unlock rarer loot. (3) 18 Serpents (5) 30 Serpents, improved loot (7) 55 Serpents, superior loot (10) 150 Serpents, 2x stats, FIRE CANNONS! Current Bonus Stats:
After each player combat your strongest Ornn participates in, he makes progress forging an Artifact item. Each item he is equipped with grants him 200/400/2000 max Health. Artifacts grant 300% more.
After winning player combat, gain a random unit from Runeterra. After losing combat, gain free rerolls, with the amount increasing by stage. Rerolls on Loss:
Sylas rotates between 3 different Abilities, depending on which one is most useful at the moment. He cannot cast the same one twice in a row.
Every 2 casts, the Chronokeeper stores 1 XP. If he has enough stored for you to level up, he transfers you the required XP. If you are level 10, he instead gains 15% Damage Amp. Stored XP:
Annie summons Tibbers on your bench, who can be fielded and equipped with items separately. His star level is the same as Annie's.
(1) Darkin gain 15% Omnivamp.(2) AND you heal for 25% of the player damage you deal. (3) AND whenever Darkin restore 100 Health, they deal 100 magic damage to the 2 closest enemies.
Each time your team loses 25% max Health, Demacians RALLY, reducing the cost of their abilities by 10%. Demacians gain Armor and Magic Resist. (3) 12 Armor & MR (5) 25 Armor & MR (7) 25 Armor & MR. On Rally, smite enemies for 5% of their max Health. (11) 150 Armor & MR. BATTLE FOR DEMACIA!
On cast, Shyvana replaces her spell with Flame Breath. While transformed, all allies take 10% less damage from enemy Abilities.
Every 3rd attack deals on the same enemy 350% damage, as Wolf mauls the target.
Summon a Frozen Tower. Allies in front of it gain Health and allies behind it gain Damage Amp. Freljordians gain 150% more. (3) 8% Health, 10% DA (5) Two Towers. 12% Health, 16% DA (7) Towers stun enemies on death for 1.50 seconds. 16% Health, 22% DA.
Each time an enemy champion dies, gain 15 Mana. Casting abilities does not consume Mana. All enemies lose 10 Armor and Magic Resist.
Gain a Pilot Hex. Combat Start: the unit within jumps into T-Hex, granting her 80% of their Health and bonus stats based on their role and star level. Tank: +15/25/40% Omnivamp Fighter: +15/25/50% Attack Damage Marksman: +10/18/40% Damage Amp Caster: +3/6/9 Mana Regen Assassin: +30/60/120% Crit Chance On death, the pilot ejects while T-Hex knocks back and Stuns nearby enemies for 1.50 seconds.
Each game, they walk a different path. Path of Spirit: Ionians gain bonus HP. When one casts, they gain stacking AD and APPath of Generosity: Every third takedown Ionians participate in grants 1 gold. Ionians gain AD and AP, increased by 1% for every gold earned this way. Path of Enlightenment: Ionians gain AD and AP plus more based on your level. After each player combat, gain XP. Path of Transcendence: Ionians gain bonus Health and deal bonus magic damage. These effects increase if they’re three-starred. Path of Precision: Ionian abilities can critically strike and they gain Critical Strike Chance. Whenever an Ionian casts, Ionian units gain stacking AD and AP.
(3) Complete Quests to earn Sunshards and spend them for loot!(5) Heal 2 player health at the start of each player combat. (7) After winning combat, find 50 %i:Set16Ixtal% and unearth bonus loot. Completing a Quest grants you a new one at the start of next round.
After the enemy team has lost 15% of their Health, summon Atakhan, Bringer of Ruin. Each Noxian champion's star level increases his power. (3) He slashes enemies, dealing magic damage. (5) Noxians get more powerful the longer he is alive. (7) He drains the souls of enemies on cast. (10) After 10 seconds, BRING RUIN.
Build an invention on the right side of the board. After 8 seconds, the invention activates, triggering each of its Modules. (2) Choose a Module (4) Choose a Second Module (6) Choose a Third Module
The Rune Mage benefits from all active Region traits, but contributes to none. He harnesses the Runic power from active Region traits to modify his Ability, enhancing it in unique ways.
Whenever ANY champion dies, gain Souls (Souls). Shadow Isles champions' abilities are uniquely empowered based on the number of Souls you have. Shadow Isles champions gain Attack Damage and Ability Power. (2) 1x Souls, 18% AD & AP (3) 1.30x Souls, 20% AD & AP (4) 1.60x Souls, 22% AD & AP (5) 1.90x Souls, 25% AD & AP Souls Collected: ? Souls
Each second, Shurimans gain 2% Attack Speed and restore 20 Health. At combat start, they gain additional effects. (2) 20% max Health (3) 50 Armor and Magic Resist (4) A Shuriman ascends to GODHOOD every 3 seconds.
Lucian and Senna fight together, swapping when either casts. Each champion has a unique ability. Your strongest Soulbound pair grants bonuses to your team. While Senna is out, all allies gain 7% Damage Reduction. While Lucian is out, all allies gain 7% Damage Amp.
Aurelion Sol gains 40% increased Stardust for each other unique Targonian fielded in combat. Current Bonus: ?%
Targonians are forged by the stars. They are traitless, but stronger than the average champion.
Gain Mutations that only Void champions can use. Void champions gain Attack Speed. (2) 1 Mutation, 8% AS (4) 2 Mutations, 18% AS (6) 3 Mutations, 28% AS (9) Mutations become supercharged, increasing their power by 50%. 35% AS Champions can only have one Mutation at a time. Benching a champion removes their Mutation.
After 4 seconds, Zaunites become Shimmer-Fused, granting them 10% Durability and 90% decaying Attack Speed for 4 seconds. After a short cooldown, they become Shimmer-Fused again. (3) Refresh after 4 seconds. (5) At 60% Health, Zaunites restore 25% Health over 3 seconds and instantly become Shimmer-Fused. (7) Shimmer-Fused bonuses are increased by 30%. Refresh after 3 seconds instead.
Your team gains Ability Power, Arcanists gain more. (2) 18 AP, 25 AP for Arcanists (4) 25 AP, 45 AP for Arcanists (6) 40 AP, 70 AP for Arcanists
After each combat, an Ascendant Charm appears in your shop. These are powerful effects that can be bought for gold.
Your team gains 150 maximum Health. Bruisers gain more. (2) 25% Health (4) 45% Health (6) 65% Health
Your team gains 12 Armor and Magic Resist. Defenders gain more. (2) 30 Armor & MR (4) 55 Armor & MR (6) 80 Armor & MR
Disruptors' abilities Dazzle enemies hit. Disruptors deal bonus damage to Dazzled enemies. (2) 25% bonus damage (4) 45% bonus damage Dazzle: Reduce damage dealt by 10%
Azir deploys two Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when Azir does.
Once per Planning phase, you can feed Tahm Kench a champion, permanently granting him either Health, Attack Speed, or Ability Power based on their role and star level. To feed, hold an ally from the bench over Tahm Kench until his mouth opens, then release. Current Stats: ? Health, ?% AS, ?% AP
Gunslingers gain Attack Damage. Every 4th attack from Gunslingers deals bonus physical damage. (2) 20% AD, 100 bonus damage (4) 35% AD, 200 bonus damage
Galio cannot be fielded in combat. Instead, his traits count from the bench and when Demacians Rally, he joins the fight. On landing, he creates a 3-hex shockwave that deals 12% of his max Health as magic damage. Enemies hit are knocked up for 1.50 seconds, reduced by distance from the center.
While your strongest Neeko is alive, your strongest Nidalee is untargetable.
While Xin Zhao is not on your board, Zaahen gains the Ionia, Demacia, and Warden traits. On kill, Zaahen gains a stack of Focus for the rest of combat. If he has 3 or more Focus when dying, he spends it to revive and restore 60% max% Health.
Your team gains 1 Mana Regen. Invokers gain more Mana from all sources. (2) 25% more Mana (4) 45% more Mana
Juggernauts gain Durability, increased while above 50% health. When a Juggernaut dies, other Juggernauts heal for 5% of their max Health. (2) 18% or 25% DR (4) 20% or 30% DR (6) 25% or 33% DR
Longshots gain Damage Amp and deal more damage to targets farther away. (2) 18% DA + 2% per Hex (3) 20% DA + 3% per Hex (4) 24% DA + 4% per Hex (5) 30% DA + 5% per Hex
Your team gains 15% Attack Speed. Quickstrikers gain bonus Attack Speed based on their target's missing Health. (2) 10-30% AS (3) 20-45% AS (4) 30-60% AS (5) 40-80% AS
Baron Nashor takes up 2 team slots and grants +2 to the Void trait. After 8 seconds, the board enters a Void Rift. The Rift grants Void units 30% Damage Amp and constantly strikes enemies with bolts of plasma, dealing 5% max Health as magic damage.
Slayers gain Omnivamp and Attack Damage. They increase the bonus Attack Damage by up to 50% based on their missing Health. (2) 22% AD, 10% SV (4) 33% AD, 15% SV (6) 44% AD, 20% SV
When Sett first drops below 45% max Health, he leaves combat to start doing sit-ups. Each sit-up restores 15% max Health and gives him 60% Attack and Move Speed. If he reaches full Health, he returns to combat Pumped Up, converting all damage from his attacks and Ability to true damage. If all of his allies die, he immediately returns to combat.
Vanquishers' abilities can critically strike. They also gain Critical Strike Chance and Critical Strike Damage. (2) 15% Crit , 15% CritMult (3) 20% Crit , 20% CritMult (4) 25% Crit , 25% CritMult (5) 30% Crit , 30% CritMult
When Wardens first drop below 75% and 25% Health, they gain a Shield based on their max Health. (2) 15% Health (3) 18% Health (4) 24% Health (5) 30% Health
Aatrox gains Attack Damage equal to his Omnivamp. On first death, he becomes briefly untargetable and heals back to full Health over 2 seconds. Afterwards, he reduces his maximum Mana by 20 and gains 25% Durability.
(2) Yordles gain 50 Health and 7% Attack Speed for each Yordle fielded. 3 star Yordles grant 50% more!(4) AND your first shop each round has a Yordle in it! (6) AND get 2 free rerolls each round! (8) AND get a Yordle Grab Bag each round!

Fire an ice shard at target that deals 325/455/650 (AP) magic damage. If they are Chilled, the damage Critically Strikes. {{TFT_Keyword_Chill}}

Gain 325/400/500 (AP) Shield for 4 seconds and deal 1.4/2.1/3.15 (MR) magic damage to all enemies within 1 hex.

Leap to the furthest enemy within 3 hexes. For 4 seconds gain increased Move Speed, 0.3% Attack Damage, and 3 (AP) decaying Attack Speed.

Fire a bullet towards the farthest enemy, dealing 475/715/1105 + 40/60/100 (AD & AP) physical damage to the first enemy it hits. If they die, the bullet ricochets, dealing excess damage to the next enemy hit.

Restore 200/240/280 + 0.07 (Health & AP) Health and slam a tentacle, dealing 180/270/405 (AD) physical damage to enemies in a line.

Gain 350/425/500 (AP) Shield for 4 seconds. Grant all allies 0.15/0.2/0.33 (AP) Attack Speed for 4 seconds.

For the next 4 attacks, gain infinite range and replace attacks with a cannon shot. Cannon shots deal 125/190/280 + 15/22/34 (AD & AP) physical damage. The 4th shot deals 1.44% more damage.

Deal 140/200/300 (AP) magic damage to target and reduce their Armor and Magic Resist by 8/10/15. Adjacent enemies are dealt 0.5% of the damage and effect.

Deal 280/420/630 (AP) magic damage to target and make them dance for 2 seconds. The projectile then bounces to the nearest target, dealing 120/180/270 (AP) magic damage.

Dash to a nearby hex and swing forward, dealing 140/210/315 + 20/30/45 (AD & AP) physical damage to enemies in a 2-hex line.

Gain 325/400/500 (AP) Shield for 4 seconds. Fire a burst of flames, dealing 1.8/2.7/4.05 + 0 (Armor) magic damage in a cone.

Grant 250/325/425 (AP) Shield to this unit and a nearby damaged ally for 4 seconds.

Deal 120/180/270 (AP) magic damage to 2 nearby enemies and restore 40/50/80 (AP) Health to the lowest Health ally.

Passive: Gain [modifiedattackspeed]% (Souls) Attack Speed. Active: Deal 55/85/125 (AD) physical damage to target. For the rest of combat, Viego's attacks deal 24/36/54 (AP) bonus stacking magic damage.

Start with Infernum equipped. On cast, switch to Severum for 8 (AP) attacks. Infernum: Attacks hit 3 enemies and apply 0.3% Sunder for 6 seconds. Severum: Gain 2% Attack Speed and 0.1% Omnivamp. Attacks are replaced with swipes that deal 75/110/175 (AD) physical damage. {{TFT_Keyword_Sunder}}

Fire an arrow at target that deals 125/185/290 + 15/25/35 (AD & AP) physical damage to them and 125/185/290 + 15/25/35 (AD & AP) damage to adjacent enemies. Targets below 0.3% max Health take true damage instead. 30% Chill all enemies hit for 3 seconds. Bloodsword Bond: When you field Ashe and Tryndamere, your strongest copies permanently increase their power on kill.Bloodsword Bond: Attacks fire a bonus arrow for every 0.05% Attack Damage granted to Tryndamere by Bloodsword Bond. These arrows deal 0.07 (%i:TFTBaseAD%) physical damage. {{TFT_Keyword_Chill}}

Launch 6 Meeps at nearby enemies that deal 105/160/240 (AP) magic damage. Add an additional Meep for each 3-star unit on your board. (Total Meeps: ?)

Restore 180/200/250 (AP) Health and rupture a 2 hex circle beneath target. After a brief delay, enemies within are knocked up for 1.5 seconds and take 0.05 + 45/75/110 (Health & AP) magic damage.

Create a 1 hex zone around the target that lasts 3 seconds. The next 3 attacks deal 105/160/240 (AP) bonus magic damage. When the zone ends, it deals 130/195/295 (AP) magic damage + 0.1% of the target's damage taken during the duration to all enemies in the zone.

Passive: Attacks fire in a cone on target, dealing 0.45% damage to other enemies hit. Active: Fire an explosive shell at target, dealing 170/255/385 + 20/30/45 (AD) physical damage split among enemies in a 1 hex circle. Partners in Crime: When you field Graves and Twisted Fate, both gain bonuses.Partners in Crime: Your strongest Twisted Fate's ability marks targets for your strongest Graves. Graves gains 0.02% stacking Attack Speed when attacking marked targets.

Leap at target and gain 400/500/600 (AP) Shield for 4 seconds. Slam down after a brief delay, dealing 150/225/350 (AP) magic damage to enemies within two hexes and 20% Chilling them for 3 seconds. {{TFT_Keyword_Chill}}

Send the Ball to target, dealing 220/330/500 (AP) magic damage and splitting 100/150/250 (AP) magic damage among enemies within a 1 hex circle. Then grant 80/120/200 (AP) Shield to the two lowest Health allies for 3 seconds.

Gain 300/375/450 (AP) Shield for 4 seconds and deal 70/105/165 (AD) physical damage to target. After a delay, briefly knock them up and deal the damage again. Bucklers fly out from the target, granting 2 nearby allies 0.3% of the Shield gained.

Dash to the furthest enemy within 3 hexes and deal 140/210/315 + 20/30/45 (AD & AP) physical damage to them. The next 3 attacks hit adjacent enemies and deal 100/150/225 (AD) physical damage.

Passive: Takedowns grant 20/25/60 permanent max Health. (Total: ?) Active: Gain 0.1 (Health & AP) Shield for 4 seconds. When it breaks, deal 0.07 (Health) magic damage to adjacent enemies.

Shoot the closest unpoisoned enemy, dealing 125/185/285 (AP) magic damage and poisoning them for 8 seconds. Poisoned enemies take 30/45/70 (AP) magic damage each second.

Fire a massive cannonball at the closest enemy, dealing 250/375/565 + 30/45/70 (AD & AP) physical damage. If they are within 2 hexes, knock them back 2 hexes and briefly Stun them.

Become enraged for 5 seconds. While enraged, gain [modifieddurability] (AP) Durability and attacks are replaced with a strike that deals 120/180/270 (AD) physical damage. Ignore 0.3% of Armor against Chilled enemies. Bloodsword Bond: When you field Ashe and Tryndamere, your strongest copies permanently increase their power on kill.>Bloodsword Bond: Gain increased Move Speed. Gain 0.1% Attack Damage, permanently increased by 0.01% whenever Ashe or Tryndamere score a kill. {{TFT_Keyword_Chill}}

Passive: Attacks deal 30/45/70 (AP) bonus magic damage. After every 3rd attack, throw 3 cards in a cone that deal 70/105/160 (AP) magic damage, reduced by 0.5% for each enemy they pass through. Partners in Crime: When you field Graves and Twisted Fate, both gain bonuses.Partners in Crime: Twisted Fate's ability marks targets for Graves. When Graves kills a marked target, gain 10% Ability Power until end of combat.

Gain 125/150/175 (AP) Shield for 2 seconds. Slam on target, dealing 110/165/250 (AD) physical damage to enemies in a 1 hex range. Every third cast deals 140/210/315 (AD) damage in a 2 hex range instead and knocks up enemies hit for 1 second.

Strike target 3 times. Each strike deals 65/100/150 (AD) physical damage and restores 95/135/170 (AP) Health. The final one Stuns for 1.5 seconds.

Dash, then deal 75/115/175 + 6/9/14 (AD & AP) physical damage to adjacent enemies. If only one enemy is hit, deal double damage. Blade Brothers: When you field Yasuo and Yone, Yasuo assists Yone's casts. Blade Brothers: When Yone casts, your strongest Yasuo blinks to every target Yone hits and deals 1% %i:TFTBaseAD% physical damage to each.

Restore [modifiedheal] (AP & Souls) Health. Throw a globule of black mist at the enemy who has dealt the most damage this combat, preferring unique enemies. It 20% Chills them for 4 seconds and raises the Mana cost of their next cast by 20. It then deals 0.05 + 80/110/150 (Health) magic damage in 1 hex radius. {{TFT_Keyword_Chill}}

Fire 3 flames at target, each dealing 85/130/200 (AP) magic damage. Every 3rd cast, fire 9 flames split between the target and up to 2 nearby enemies. If there are nearby enemies, dash away.

Restore 160/190/220 + 0.1 (Health & AP) Health and spin, dealing 90/135/210 (AD) physical damage to adjacent enemies and applying a stack of Hemorrhage that deals 15/25/40 (AD) physical damage each second for 4 seconds. If an enemy with Hemorrhage drops below 0.08% Health, slam on them, instantly killing them. (Each stack increases the execute threshold by 0.05%)

Bulk up for 5 seconds. While bulked, restore 0.06 + 60/80/100 (Health & AP) Health every second and attacks deal 60/90/145 + 0.05 (Health & AD) physical damage.

Passive: If Draven has an empowered axe in hand, his next attack will throw it. On takedown, gain an Adoration stack, doubled if Draven or Darius scored the kill. Every 11 Adoration stacks grants 1/3/5 Gold. (Adoration Left: ?, Gold Generated: ?g) Active: Spin an empowered axe that replaces his basic attack and deals 140/210/350 + 10/15/25 (AD & AP) physical damage and returns to Draven after hitting an enemy.

Toss barrels at the 3 nearest enemies and detonate them. They deal 190/285/450 + 10/15/25 (AD & AP) damage, reduced by 0.2% for each barrel in the chain. Barrels reduce their target's Armor by 10, increased to 30 if the damage critically strikes.

Dash around target and snip [modifiedcastsniptimes] (Souls) times, dealing 45/68/105 (AP) magic damage to them and 20/30/50 (AP) damage to all other enemies in a cone.

Passive: After attacking 18/18/16 times, switch to Fishbones. While equipped, attacks are replaced with 3 rockets that target random enemies and deal 36/54/92 + 4/6/9 (AD) physical damage.

Gain 600/700/900 (AP) Shield and summon storm of lightning. 6 waves of bolts hit enemies within, dealing 120/180/290 (AP) magic damage over 3 seconds. The first 3 targets to be struck by 3 bolts are Stunned for 1.5 seconds. Multiple Stuns on the same enemy have 0.5% effectiveness.

Passive: Yuumi joins your strongest Kobuko. Every 3 seconds, she alternates between healing the lowest Health ally for 140/180/240 (AP) Health or granting 25/33/50% Attack Speed to the ally who has dealt the most damage for 4 seconds. Active: Dance, restoring 100/140/200 + 0.08 (Health & AP) Health over 3 seconds.

Summon 3 dashing mirror images that strike the target and up to [modifiednumtargets] other nearby enemies. The target takes 250/375/580 (AP) magic damage and is Stunned for 1 second, while other units hit take 140/210/325 (AP) magic damage.

Passive: Reduce instances of incoming damage by 15/40/80 (AP). Active: Call down sun beams on the 3 nearest enemies, Stunning them for 1 second and dealing 90/130/220 (AP) magic damage. Wound and 1% Burn them for 4 seconds.. {{TFT_Keyword_Wound}} {{TFT_Keyword_Burn}}

Gain 700/800/1000 (AP) Shield for 4 seconds. Charge and knock the target backwards, Stunning them and units hit for 1.25 seconds and dealing 150/225/360 (AP) magic damage to them. After charging, force nearby enemies to target this unit.

Summon 2 Voidlings that each attack a nearby enemy 15 times. Each attack deals 22/33/60 (AP) magic damage.

Launch a fuemigo at target that bounces 3 times, dealing 180/270/420 (AP) magic damage to enemies hit. The last bounce deals 160/240/375 (AP) magic damage to enemies in a 1 hex radius.

Passive: Every 4 seconds and on cast, the next attack deals damage in a 1 hex circle and deals 0.9/1.35/2.15 (MR) bonus magic damage. Active: Gain 0.1 + 375/400/425 (Health & AP) Shield for 4 seconds.

Gain 475/525/625 (AP) Shield for 4 seconds. Strike in a cone and a line. Enemies hit take 70/105/170 (AP) magic damage and are 30% Chilled for 4 seconds. If they are already Chilled, Stun them for 1 second. {{TFT_Keyword_Chill}}

Tumble to a nearby hex, then fire a bolt at target that deals 100/150/230 + 6/10/15 (AD & AP) true damage.

Passive: Damaging an enemy applies 30% Shred for 6 seconds. Active: Kick 2 bubbles at nearby enemies, dealing 330/500/825 (AP) magic damage and 30% Chilling them for 3 seconds. {{TFT_Keyword_Shred}} {{TFT_Keyword_Chill}}

Swipe and dash around target, dealing 45/65/300 + 5/10/25 (AD & AP) physical damage to enemies in the path. Then slam chains on target, dealing 45/65/300 + 5/10/25 (AD & AP) physical damage in a line. If any enemies are killed, immediately recast this ability, dealing 1% damage.

Passive: On takedown, gain 0.7/0.7/2% stacking Attack Speed that decays over 3 seconds. Active: Deal 150/225/900 (AD) physical damage in a 2 hex radius and transform for the rest of combat. While transformed, gain 0.33/0.33/1.33 (AP) Attack Speed, 0.33% max Health, and increased Move Speed. Attacks deal 15/25/100 bonus true damage, increased by 3/5/25 for each time the same enemy is hit.

Raise shield for 4 seconds, gaining [modifieddurability] (AP) Durability and redirecting projectiles to towards Braum instead. When hit, deal 0.2/0.3/3 + 15/25/1000 (Armor & AP) magic damage to nearby enemies and 30% Chill them for 2 seconds. {{TFT_Keyword_Chill}}

Passive: Ability damage from your strongest Leona and strongest Diana marks enemies as Moonlit, reducing their damage by 0.1%. Active: Gain 200/250/300 (AP) Shield for 2 seconds. Unleash a bolt of lunar energy at the farthest non-Moonlit enemy within 4 hexes, dealing 165/250/500 (AP) magic damage. Then, dash to all Moonlit enemies, dealing 150/225/1250 (AP) magic damage to them.

Become briefly untargetable, then jump to the farthest enemy within 4 hexes and deal 75/115/300 (AP) magic damage to adjacent enemies. For the next 4 attacks, gain 0.5% Attack Speed and deal 70/105/450 (AP) bonus magic damage on hit.

Spin for 3 seconds, gaining 0.55/0.55/0.9% Durability and healing for 300/350/1000 + 0.1 (Health & AP) over the duration. Each second, deal 100/150/1700 (AD) physical damage to adjacent enemies and reduce their Armor and Magic Resistance by 5.

Dash away from all enemies, then fire 15/15/25 missiles split across the 4 nearest enemies. Each missile deals 38/57/120 + 6/9/20 (AD & AP) physical damage.

Summon [totalnumberofspears] (Souls) spears split among the 3 nearest enemies. After a brief delay, they each impale their target, dealing 28/42/450 + 2/3/15 (AD & AP) physical damage and reducing Armor by 1.

Encase target in ice, Stunning them for 1.5 seconds and dealing 275/415/2500 (AP) magic damage. All enemies within 2 hexes of them split 440/660/2800 (AP) magic damage. If the target dies, shards fly out and split excess damage between the 2 nearest enemies. Chilled enemies take 0.12% more damage from this ability. {{TFT_Keyword_Chill}}

Fire a ball of light at the most enemies, dealing 30/45/100 (AP) magic damage to the first 2 enemies hit and Rooting them for 1 second. Then fire a beam, dealing 290/435/1500 (AP) magic damage to enemies hit by the ball and 90/135/750 (AP) magic damage to all other enemies hit.

Passive: Attacks ricochet to the highest current Health enemy, dealing 0.5% damage. Active: Fire waves of bullets that land on the 2 nearest enemies. The first wave deals 115/175/600 + 15/25/70 (AD & AP) physical damage and the rest deal 115/175/600 + 15/25/70 (AD & AP) physical damage. Every 3rd cast, increase the number of waves by 1.

Steal 500/650/3000 (AP) Health split between the 4/4/8 nearest enemies. For 8 seconds, gain 30 Armor and Magic Resist and deal 0.015/0.015/0.12 (Health) magic damage to adjacent enemies each second.

Jump on an adjacent enemy with the lowest health, then deal 300/450/1400 (AP) magic damage to them and 100/150/600 (AP) magic damage to adjacent enemies. If any die, cast again, dealing 0.7% damage. Tanks take 0.5% more damage from this ability and Fighters take 0.25% more.

Dash to the farthest enemy within 2 hexes, dealing 80/120/360 (AD) physical damage to all enemies in the path. Then slash 4 times, each dealing 60/90/550 + 5/10/50 (AD & AP) physical damage. Subsquent casts increase the number of slashes by 1.

Gain 350/450/1350 max Health and grow larger. Slam in a 2 Hex circle on the target, dealing 0.06 + 100/150/1500 (AP & Health) magic damage to enemies hit. For 4 seconds, gain [modifieddurability] (AP) Durability + 0.01% for each enemy targeting this unit.

Gain 3 notes. For each one active, deal 25/40/200 (AP) magic damage to a nearby enemy. While holding 12 notes on cast, consume them to project a wave of energy. Allies hit restore 60/90/400 (AP) Health. Enemies hit take 270/405/2200 (AP) magic damage, reduced by 0.3% for each enemy it's passed through.

Passive: Run around the battlefield, leaving a poison trail that lingers for 4 seconds. Poison trails deal 25/38/160 (AP) magic damage per second to enemies within. Gain 10 (AS) Mana each second. Active: For 4 seconds, gain increased Move Speed, restore 80/100/500 (AP) Health each second, and gain 50 Armor and Magic Resistance.

Passive: All allies gain 10/20/100 Armor. Active: Gain 725/875/3000 (AP) Shield for 4 seconds. Impale up to three nearby enemies in a line, dealing 1.2/1.8/25 (Armor) physical damage and Stunning them for 2/2.25/8 seconds.

Passive: Each second, restore 22/24/100 + 0.015 (Health & AP) Health and deal 20/30/90 (AP) magic damage to enemies within 1 Hex. Active: Open a demonic eye on the largest group of nearby enemies, dealing 100/150/1800 (AP) magic damage and Stunning them for 1.75/2/8 seconds.

Passive: All allies gain 10/20/100 Magic Resist. Once per combat after dropping below 0.35% max Health, gain 0.9% Durability for 2 seconds. Active: Gain 600/700/2500 (AP) Shield and grant the 2 lowest Health allies 125/150/1000 (AP) Shield for 4 seconds. The next 2/2/10 attacks deal 200/300/3000 (AP) bonus magic damage.

Passive: Gain 0.5% more Ability Power from all sources. Active: Call down a storm of 12/12/24 meteors across the battlefield that deal 60/90/135 (AP) magic damage each. They can innately critically strike. For each one that kills an enemy, permanently gain 1 Ability Power. (Permanent Ability Power: AP)

Gain 1/1/4% Attack Speed, 0.15% Omnivamp, increased Move Speed, and deal 45/70/550 (AD) bonus physical damage on attack for the rest of combat. While this effect is active, takedowns grant Warwick, Jinx, and Vi 0.2/0.2/0.5 (AP) Attack Speed for 3 seconds.

Passive: On death, summon a Stone copy with 150/200/2000 + 0.4 (Health) Health and Wukong's items. Active: For 4 seconds, gain 100/110/400 (AP) Armor and Magic Resist. Then spin, dealing 150/225/3000 (AD) physical damage to all enemies within 2 hexes.

Passive: Attacks alternate between dealing 80/120/800 (AD) bonus physical damage and 140/210/1400 (AP) bonus magic damage. Active: Strike through the most enemies possible within 3 hexes, knocking them up for 1.5 seconds and dealing 40/60/240 + 40/60/240 (AD & AP) physical damage and 40/60/240 + 40/60/240 (AD & AP) magic damage. Yone then splits 160/240/1080 + 160/240/1080 (AD & AP) physical damage and 160/240/1080 + 160/240/1080 (AD & AP) magic damage among all enemies hit. Blade Brothers: When you field Yasuo and Yone, Yasuo assists Yone's casts. Blade Brothers: When Yone casts, your strongest Yasuo blinks to each target, dealing bonus physical damage

For the next 4 seconds, gain 0.75/0.75/3 (AP) Attack Speed, infinite range, and replace attacks with lasers. Lasers deal 85/130/450 (AD) physical damage in a line, reduced by 0.6/0.6/0.3% for each enemy they pass through. When lasers critically strike, they deal 0.33% bonus true damage.

On cast, cycle through one of the following abilities: Slash in a line, dealing 150/225/2400 + 20/30/100 (AD & AP) physical damage to enemies hit and 20% Sundering them for 4 seconds. Swipe in a cone, dealing 150/225/2400 + 20/30/100 (AD & AP) physical damage to enemies hit and knocking them up for 1 second. Slam on target, dealing 150/225/2400 + 20/30/100 (AD & AP) physical damage in a 1 hex circle. Targets below 0.15% max Health are executed.

Erupt the entire battlefield in flames, permanently Burning and Wounding all enemies and dealing 1500/2250/8000 (AP) magic damage to each of them over 45 seconds. Annie's max Mana is reduced by 140 for the rest of combat. Subsquent casts launch a fireball at target that deals 240/360/3000 (AP) magic damage. {{TFT_Keyword_Burn}} {{TFT_Keyword_Wound}}

Passive: After witnessing 3 attacks from Azir, Sand Soldiers deal 100/150/3000 (AP) magic damage to their target. Active: Summon a Sand Soldier near target and command them to strike. If 2 Soldiers are already out, they all immediately deal 70/105/1500 (AP) magic damage instead.

Teleport into the largest cluster of enemies and Stun them for 1.75/1.75/99 seconds. Begin losing 20 mana per second. While casting, deal 95/140/6666 (AP) magic damage per second to all enemies within a 2 hex radius. The closest 2 enemies take 0.33% more damage.

Passive: Every 3rd attack deals 4/6/90 (MR) magic damage in a circle around the target. Active: Dash into the largest group of units and inspire all allies within 2 hexes, granting them 500/600/2000 (AP) Shield for 4 seconds. Then crash down, dealing 5/7.5/50 (MR) bonus magic damage to all enemies with 2 hexes.

Dash, then create a 2-hex radius zone for 2.5/2.5/99 seconds that prevents allies within from dying. While active, double current Attack Speed and on attack, fire a secondary arrow at a nearby enemy that deals 25/38/999 (AD) physical damage. When the zone ends, heal all allies for 0.08 (AP) of damage dealt while it was up and dash away.

Fire [totalnumshots] (AS) shots towards target. Each shot explodes on the first enemy hit, dealing 100/150/800 + 8/12/100 (AD & AP) physical damage to all nearby enemies. If an enemy is afflicted with Black Mist, purify them, immediately draining their Armor for the total amount.

Passive: While gaining Mana, throw out 2/2/9 radiant orbs that orbit around target. They deal 40/60/90 (AP) magic damage in a 1 hex radius and drain 1 Mana from units hit each second. After draining 250/250/10 mana, gain a random Radiant Item. (?/250/250/10) Active: Detonate orbs on target, causing a 3 hex radius explosion that deals 1000/1500/10000 (AP) magic damage to them and 500/750/10000 (AP) damage to all other enemies hit.

Summon an elemental from behind the farthest enemy. It 20% Chills enemies hit for 3 seconds and deals 100/150/3000 (AP) magic damage to them. When it arrives, headbutt it and redirect it toward another distant enemy, dealing 150/225/4500 (AP) magic damage instead. {{TFT_Keyword_Chill}}

Release a runic blast, dealing 300/450/1500 (AP) magic damage. It splits in two, dealing 0.33% of the damage to the closest two enemies. Each secondary blast splits an additional time.

Grab target and slam them forward, dealing 220/330/9999 (AP) + 0.08/0.12/9 (AP) of their max Health as magic damage to them. All other enemies within 3 hexes take 0.5% of the total damage.

Dragon's Descent: Transform into a dragon, gaining 600/1000/9999 max Health. Briefly gain 0.2/0.2/0.9% Durability and dive-bomb into the largest group of enemies, dealing 100/150/3000 (AD) physical damage in a 3 hex circle. Flame Breath: Breath fire in a cone for 3.5 seconds, dealing 150/225/12345 + 20/30/1234 (AD & AP) physical damage each second to enemies hit.

Passive: Attacks fire a barrage of 4 bullets. Active: Gain 300/400/66666 + 0.2 (Health) Shield and begin consuming 33 mana per second. Each second while casting, fire a laser that deals 135/200/2000 + 10/15/150 (AD & AP) physical damage, reduced by 0.15% per enemy hit up to 0.45%. Additionally, launch [modifiedmissilespersecond] (AS) missiles split between 4 nearby enemies that each deal 135/200/2000 + 10/15/150 (AD & AP) physical damage.

Devour target for 2.5 seconds, dealing 850/1275/30000 (AP) magic damage and making them immune to other sources of damage. During this time, gain 0.3% Durability. If they are immune to crowd control, deal 600/900/20000 (AP) magic damage instead. If they die while devoured, spit out a random component they were holding or the unit's cost in gold. Otherwise, spit them towards the farthest enemy, briefly Stunning targets on impact.

Passive: Each second, deal [modifiedhealthdrain] (AP & Souls) magic damage to all enemies within 2 hexes. Heal for 0.4% of the damage dealt by this effect. Active: Create a prison of walls in a 2 hex radius that lasts 5/5/60 seconds. While active, the Passive's damage is doubled. When an enemy touches a wall, they take 100/150/4000 (AP) magic damage. If there are less than 2 enemies inside The Box at any time, drag an enemy in.

Bite the target and mark them, dealing 0.03 + 100/150/2000 (AD & Health) physical damage, increased by 0.6% if they are already marked. After casting 5/5/2 times, leap to a nearby hex, activating Stormbringer and dealing 0.03 + 100/150/2000 (Health & AD) physical damage to enemies within a two hex radius. Stormbringer: Gain 400/550/9999 Health and 0.5/0.5/9.99% Attack Speed. Every 2/2/0.3 seconds, summon a lightning bolt on a nearby enemy, dealing 0.04 + 50/75/999 (Health & AP) magic damage. Takedowns summon a bolt on fallen enemies.

Launch 10/10/99 arcane blasts randomly split between the closest 4/4/10 enemies that each deal 500/750/2500 (AP) magic damage.

Passive: Attacks are replaced with a bomb that bounces 1 time, dealing 1 + 30/45/500 (AD & AP) magic damage to units hit. Active: Throw an enormous bomb at the largest 4-hex group of enemies that explodes on impact, dealing between 70/105/3000 (AP) and 500/750/7000 (AP) magic damage to enemies hit based on their distance from the epicenter.

Throw a Time Bomb on the nearest enemy without one. Time Bombs deal 70/105/1000 (AP) magic damage each second. When the target dies, they explode, dealing 150/225/4000 (AP) magic damage in a 1 hex radius and grant Zilean 15 mana. If a Time Bomb is on an enemy for 18/16/1 seconds and Zilean is alive, the enemy instantly dies.

Passive: After dealing ability damage to an enemy, gain Stardust. Stadust makes The Skies Descend more powerful. (Current Stardust: ?)
Active: Crash a star on target, dealing 400/600/5000 (AP) magic damage in a 2 hex radius.
Stardust Upgrades:

Passive: Immune to Crowd Control effects. Attacks deal damage in a line on target. If no enemies are in range, dash to the next one and knock up adjacent enemies on arrival. While in the Void Rift, erupt a tentacle below a random enemy every 3/3/0.25 seconds that knocks them up for 1.5 seconds. Active: Slam and erect spikes in a 2 hex circle, dealing 250/375/20000 + 30/45/500 (AD & AP) physical damage to enemies hit. Then over 3 seconds, spit 10 globs of acid that deal 250/375/20000 + 30/45/500 (AD & AP) physical damage.

Passive: Immune to crowd control effects. Attacks briefly knock up the target and deal 0.5% damage in a 1 hex radius around them. Active: Slam the ground, dealing 0.02 + 150/200/1500 (Health & AD) physical damage to ALL enemies, reduced by 0.15% for each hex from the center (down to 0.4%.) If this is the first time they've been hit by Seismic Slam this combat, knock them up for up to 1.75 seconds. 12 rocks fall around the battlefield, each dealing 250/375/600 + 20/30/100 (AD & AP) physical damage to enemies hit.

Cast one of three spells: Cataclysm: Leap on a nearby enemy. Deal 120/180/1000 (AP) magic damage to all enemies within 2 hexes and Stun them for 1.5/1.75/30 seconds. Demacian Justice: Deal 700/1050/99999 (AP) magic damage to target. If they are below 0.15% max Health, execute them. Final Spark: Gain 400/450/800 (AP) Shield for 2 seconds. Deal 360/540/1000 (AP) magic damage to all enemies in a line.

Dash around target and slash in a circle, dealing 70/105/1500 + 20/30/200 (AD & AP) physical damage to target and 70/105/1500 + 20/30/200 (AD & AP) physical damage to all other adjacent enemies hit. If the target doesn't die, immediately cast again. If this Ability is cast 25 times in a row, instead slam on target, instantly killing them and dealing 70/105/1500 + 20/30/200 (AD & AP) physical damage to all enemies within 3 hexes.







