A drone repeats 25% of damage from the holder's attacks and Abilities to the same targets every 3 seconds.
At (4): If the holder is Psionic, gain an additional mini-drone that repeats 20% of damage.
Set.17.items.recommended Sona, Viktor














Summon a placeable relic. At the start of combat, it grants adjacent allies a 10% max Health shield and 10% Attack Speed.
Allies take 5% less damage from abilities, increased to 10% while Morgana is in Dark Form.
Combat Start: Mark all enemies with Doom.
Enemies have 10% 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.
Every 3 rounds, Tahm Kench grants a reward!
Rounds Remaining: ?
After losing a player combat, gain 20 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.
Dark Star units create a black hole that devours enemies below 10% max Health. The higher the trait tier, the stronger the black hole becomes.
Innate: Mecha units can transform into their Ultimate form, upgrading their ability and gaining 50% Health. Transformed Mechas take up two team slots and count twice for the Mecha trait.
Meeple attract Meeps that empower Meeple abilities in meepy ways. They also gain bonus Health.
Gain Psionic items that can be equipped to any ally.
Space Groove units can enter the Groove state. While in Groove, their bonuses scale with the number of Space Groove allies and grow stronger at higher trait tiers.
Stargazers chart a different constellation every game. This game:
Stargazers chart a different constellation every game. This game:
Gain gold after winning player combat. Allies in empowered hexes gain 8% Health, Attack Damage, and Ability Power. Stargazers gain more.
(Gold Earned: ?)
Stargazers chart a different constellation every game. This game:
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:
Combat Start: 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:
Stargazers chart a different constellation every game. This game:
Every 5 player combats, gain a Stargazer Emblem. Stargazers in empowered hexes gain various bonuses.
(Combats Remaining: ?)
Stargazers chart a different constellation every game. This game:
Allies in empowered hexes gain 5% Durability. Stargazers in empowered hexes gain more and poison enemies, repeating a portion of damage dealt as magic damage over 3 seconds.
Your Tactician heals for 15% of player damage dealt from winning.
Zed is obtained from the Invader Zed augment.
When you field Miss Fortune, choose between Conduit Mode, Challenger Mode, and Replicator Mode. Miss Fortune has a unique ability based on her mode and gains the associated trait.
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 Space Groove and Party Crasher's passive fires bolts four times as fast.
Your team gains 15 Armor and Magic Resist.
Bastions gain more, and the value doubles in the first 10 seconds of combat.
Your team gains 5% 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 2.5 seconds.
Innate: Conduits gain 20% additional Mana from all sources.
Your team gains Mana Regen, increased for Conduits.
Innate: Fateweavers have Precision.
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.
Vanguards gain 5% Durability while Shielded.
Combat start and 50% Health: Gain a max Health Shield for 10 seconds.
Combat Start: Your Tanks gain a Shield for 15 seconds. Your other allies gain Damage Amp.
Voyagers gain double.
Heal
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Passive: For every 1% missing Health, gain
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Active: Deal
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Deal ![]()
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(Current Bonus: +? Health)
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(Total Takedowns: ?)
Gain
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Hurl a shard towards the current target, dealing
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Transform for 6 seconds, temporarily gaining ![]()
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Gain
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Heal ![]()
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Stab the target, causing them to bleed for ![]()
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Draw a card with a value between 1 and 9 by
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Call down a Meepteor on the target that deals
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Reposition next to the target to strike the most enemies. Then throw 5 piercing kunai, each dealing
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Unleash a flurry of
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Heal ![]()
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Slow: Reduce Attack Speed
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Enter a defensive stance for 3 seconds, reducing incoming damage by
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Fire a barrage of
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Heal ![]()
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Kick a ball at the current target that deals
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Gain
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Gain ![]()
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Reposition up to one hex to throw a harpoon at the furthest enemy. The harpoon pulls the first enemy hit one hex forward and deals
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Fire a paddle star at the current target, dealing
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Open a 2 hex rift containing the target, Hacking enemies within for 4 seconds and dealing
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Hacked enemies store 10% of all damage they take. When the Hack ends, they take true damage equal to the stored damage. The Hack ends early if it would kill the target.
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Dash through the current target, dealing
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Gain
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Field Miss Fortune to choose whether she activates Conduit Mode, Challenger Mode, or Replicator Mode. The chosen mode determines her ability and her trait.
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Gain
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Channel a one-hex psionic storm that follows enemies for 4 seconds. Each second, it grows larger and deals
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Channel a deathbeam in a line towards the current target for 3 seconds. It deals
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Strafe to a nearby position, unleashing 21 missiles split between the target and all enemies within two hexes. Missiles deal ![]()
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Gather the force of a black hole, dealing
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Toss a disco bubble at the target that deals
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Gain
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Gain
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Enter a defensive stance for 4 seconds gaining
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Summon a flying saucer over the current target that lasts 4 seconds. Each second it deals
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If an enemy under the UFO dies, Bard has a
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Friends abducted: ?
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At the end of the transfomation, deal
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Hurl a chunk of magnetic debris at the nearest target without one, dealing
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Every 5 casts, instead rip off all debris dealing
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Create a clone behind the target with 33% reduced max Health and 30 increased Mana cost. The clone inherits its creator's items, stats, and current Health, and can cast Quantum Clone.
Gain a Poppy. Poppy becomes a ranged Marksman and her attacks Meeps at her target.
Aatrox's spell is now a low-mana three-hit combo that heals him for a portion of the damage dealt. When his NOVA move happens, he gains maximum health and size.
Gain a Nasus. Your strongest Nasus becomes an Attack Fighter with a single target ability that gets stronger with each kill.
Your team gains 5% Damage Amp. 50% of overkill damage is dealt to the nearest enemy.
Gain a massive Training Dummy that zaps nearby enemies
Combat start: Allies grant other adjacent allies 6 Armor and Magic Resist. This effect stacks.
At the start of planning phase, lose the right-most champion on your bench. After losing 33 gold of units this way, gain a powerful reward.
The next 1-cost champion you purchase is 3-star.
Gain a Giant's Belt. After a champion begins combat with more than 3800 max Health, gain another.
Gain 12 gold, then flip a coin. If heads, gain 3 more gold.
Gain 8 gold and 1 XP.
Gain 12 gold and 3 XP.
Gain a random 2-star 2-cost champion and 1 gold.
Gain a Briar, a Jinx, and an Illaoi. Increase your current and max player Health by 10.
Snipers gain 8% Damage Amp for each combat fought from the same starting hex, up to 32%. Gain an Ezreal and a Gnar.
Your 4 cost champions and Jhin gain 204 Health and 14% Attack Speed. Gain a Jhin.
Gain a Bloodthirster. On Stage 4-1, gain a Zed. After receiving Zed, he can then appear in your shops. Zed is a 5-cost Attack Fighter that creates clones of himself.
Jax gains stacking attack speed with every attack. On cast, jump to a nearby enemy, dealing damage and adding stacking on-hit damage for the rest of combat.
Meepsie gains a weaker version of Brock's spell and heavy attack damage.
Mordekaiser becomes an auto-attack based AP carry, whose channel is a burst of attack speed for as long as he has mana to spend. At combat start and on kill, he gains a non-mana-locking shield.
Gain a Gragas. Gragas now self detonates, sacrificing 20% of max Health to deal XXX (AP) plus the sacrificed Health as magic damage in a four hex radius, reduced by 20% per hex from the epicenter.
Gain a Pyke. Your strongest Pyke gains a resetting ability and generates gold on takedown.
When an ally is healed, they deal 50% of the healing to their target as magic damage. Every 5 seconds, allies heal for 5% of their max Health.
Your team gains 75 Health for each active Unique trait. Gain a Miss Fortune and a Rhaast.
Gain 11 gold worth of random champions. (At least one 3-Cost guaranteed!)
Gain 18 gold worth of random champions. (At least one 4-Cost guaranteed!)
Gain 30 gold worth of random champions. (At least one 5-Cost guaranteed!)
Your team gains 8% Damage Amp. 80% of overkill damage is dealt to the nearest enemy.
Combat start: Allies grant other adjacent allies 9 Armor and Magic Resist. This effect stacks.
Gain a 2-star 1-cost Tank champion and an emblem for their last-listed trait.
Every 5th attack deals bonus true damage equal to 200% Basic Attack Damage.
Call upon the Gods to sell all units on your board and bench. Gain 2 random Emblems and 10 free Shop rerolls.
Gain 7 Gold, 1 2-star 1-cost champion, 1 2-cost champion, 2 3-cost champions, 1 XP, and 1 Shop reroll.
Gain a 3-cost non-Tank champion and an emblem for their last-listed trait.
Gain 10 gold now, then 7 gold at the start of every stage. Picking up gold makes your Tactician larger.
At the start of each stage, the first champion you buy from a specific tier is 2-star. Gain a 2-star 1-cost champion and 2 gold now. Stage 2: 2-cost Stage 3: 3-cost Stage 4: 4-cost Stage 5: 5-cost
Gain a Champion Duplicator, 18 Shop rerolls, and 10 gold.
Flip a coin. If heads, gain a Radiant Lucky Item Chest. If tails, gain a random Radiant item and a Reforger.
Gain a Tank item. After 8 seconds of combat, your team gains 5% Attack Damage and Ability Power every second for the rest of combat.
A drone repeats 25% of damage from the holder's attacks and Abilities to the same targets every 3 seconds.
At (4): If the holder is Psionic, gain an additional mini-drone that repeats 20% of damage.
Set.17.items.recommended Sona, Viktor
Dealing physical damage to an enemy reduces the target's Armor by 2.
At (4): If the holder is Psionic, every 3rd attack cleaves, dealing 75 physical damage to nearby enemies.
Set.17.items.recommended Master Yi, Pyke
Gain 5% max Health and deploy 3 Life Orbs. Every 5 seconds of combat, one drops restoring 18% of the holder's missing Health.
At (4): If the holder is Psionic, they gain 22% increased healing from all sources.
Set.17.items.recommended Gragas
Every 5 seconds, gain 1 additional Mana Per Second.
At (4): If the holder is Psionic, their abilities deal 20% of their ability damage as true damage instead.
Set.17.items.recommended Sona, Viktor
The holder's first attack on each enemy deals 150 additional damage.
At (4): If the holder is Psionic, they heal 12% of their max Health whenever their target dies.
Set.17.items.recommended Pyke, Master Yi
Command a unit's attacks to Burn, Wound, and Chill.
Command a unit to have a 25% chance to attack twice when attacking.
Command a unit to grant you 1 XP every 3 seconds it is alive during player combat.
Command a unit to gain a 20% Health shield for 8 seconds at the start of combat.
Command a unit to drop 2 gold each time it kills an enemy during player combat.
Command a unit to Stun enemies within 3 hexes for 1 second when it dies.
Command a unit to reduce their mana cost by 15%.
Command a unit to gain a temporary recommended item at the start of combat.








