Shop timing
Wisps appear in the rightmost shop slot every other round and can only be purchased during the planning phase.




Wisps are one-time shop effects inspired by Charms, redesigned for Enchanted Wilds.
Wisps appear in the rightmost shop slot every other round and can only be purchased during the planning phase.
You can buy up to one Wisp each round. If you skip it, the unit hidden behind the Wisp is revealed after planning.
Wisps are grouped into Champion, Combat, Misc, Shop, Gold/XP, Risky, and Item categories, with colors that make them easier to scan.
As the game progresses, Wisps become stronger and more expensive. After Stage 5, every other Wisp offer is a Combat Wisp.
Explore all 200 Wisps coming in Set 18 by category.

Gain a random 2-star 5-cost champion.

Gain 3 gold worth of random champions.

Gain a Tiny Duplicator for each unique 1-cost champion you field.
Appearance condition: 2 or more 1-costs on board last combat

Gain 2 random 1-star 4-cost champions.

Gain a random 2-star 3-cost champion.

Gain a Tiny Duplicator.

Gain a random 2-star 1-cost champion.

Gain a random 2-star 2-cost champion.

Gain 2 copies of a 2-cost champion you don't have.

Gain a random 4-cost champion.

Permanently gain a copy of the same random 5-cost every round.
Appearance condition: level 10 and have 0 copies of at least 1 5-cost

Gain one of each 5-cost champion.

Gain a copy of the first allied champion to die.

Gain a Rengar or a Kha'Zix. They gain 3 takedowns.

Gain a Leona, Sejuani, and Kayle.
Appearance condition: Solar trait active

Gain a random 5-cost champion.

On cast, your champions gain 25% Attack Speed for 3 seconds.

Your tanks reflect 12% of damage taken to adjacent enemies every 4 seconds.
Appearance condition: only if you have 2 or more tanks on your team

The BFF eats enemies he damages under 10% Max Health.
Appearance condition: sprykin trait active

Your front center champion gains 4% Max Health per front-row unit.

Your highest health champion gains 600 health and grows in size.

Your highest Health unit bulks up, gaining 350 [HP].

Gain the Turtle Primal buff for this combat.
Appearance condition: primal trait active, turtle not chosen

Your highest Health ally deals 2% max Health damage per second in an area.
Start with eight signature mechanics, then browse all 36 origins and classes with their champions and breakpoint effects.
A Wisp-focused vertical that upgrades Wisps, adds them to more shops, grants gold on purchase, and can raise the round limit.
Choose an Alpha Mark holder to grant a unique empower effect. Elder Dragon takes two unit slots and counts as two Riftbeasts.
Earn placeable plants such as Stonebark Tree and Lifeblossom. Positioning determines your frontline and support pattern.
BFF Willump returns as a mount for Sprykin riders, granting health and attack speed with teamwide bonuses at higher breakpoints.
Collect essence from takedowns or losses, then decide whether to cash out or push for a larger reward.
Sacrifice a unit on an Eldritch hex at combat start to empower the team; higher breakpoints can keep the sacrifice alive.
Inferno applies burn and wound effects, and later breakpoints can ignite shop slots to show units one tier higher.
Rengar and Kha'Zix reward solo deployment with takedown stacks, then convert those stacks into gold, team power, or evolutions.
Trait values that have not been revealed yet are shown as ?. Details will be updated as they are confirmed.
Elder Dragon takes up 2 team slots and grants +2 to the Riftbeast trait.
Your strongest Alune cycles to a new phase of the moon after each cast. While the moon is at or below half full, your team gains 7% Durabilty. While above, your team gains 7% Damage Amp.
Having an Avatar on your bench or board transforms all other Avatars in your shop to the Trait of that Avatar.
An Avatar's chosen Trait is counted twice for Trait bonuses.
Choose a bounty. Your strongest Draven can progress on the bounty to earn its reward. Upon completing a bounty, choose another.
Caustic damage 30% Shreds and Sunders enemies for 4 seconds.
Shred: Reduce Magic Resist
Sunder: Reduce Armor
Drag an ally onto your strongest Taric to pair them, granting the ally powerful bonuses from Taric's Ability.
Gain 1 / 10 seed when your strongest Ivern casts, plus 3 / 30 every combat. Ivern uses 5 seeds to grow a hex on your board that grants a bonus to its occupant.
Seeds: / 5
Current Biome:
Monoliths gain 10 Armor and Magic Resist for each enemy targeting them.
Whenever an enemy within 3 / 10 hexes dies, your strongest Old Growth champion gains 30 / 100 / 1000 permanent max Health.
Current:
Your team gains 5% Durability, increased to 10% if 6 or more Zyra plants are alive.
The ally on the Blackthorn hex is sacrificed before combat, granting your champions Health.
Blackthorn champions gain additional stats based on the sacrifice's Role, Star Level, and Cost.
After combat, your Wisps are empowered.
Blossom champions gain Attack Damage, Ability Power, and 10% max Health.
Gather Essence by killing champions, plus more by losing player combat.
Beginning at 40 Essence, choose to convert Essence to rewards or continue gathering Essence. Each reward requires increasing amounts of Essence.
After 10 seconds of combat, the Eclipse kills the lowest Health enemy, repeating every 3.5 seconds.
Gain placeable Elderwood plants.
Your team's damage, healing, and shielding attracts Pixies.
Each Pixie grants Fae champions Attack Damage and Ability Power, and after they fall below 50% Health, they heal for each Pixie.
Flora Fatalis champions harvest enemies on takedown, gaining:
Inferno damage Burns and Wounds enemies for 4 seconds. Inferno Burns stack with other Burns.
Lunar champions and adjacent allies gain Attack Speed and Ability Power. Lunar champions gain 100% more.
Choose one of four Primal Blessings.
See the breakpoint effects below.
Only applies to your strongest Rival.
See the breakpoint effects below.
Gain the Big Furry Friend. Drop a Sprykin on the BFF to pick its Rider.
Innate: Adaptor abilities change depending on if their Attack Damage or Ability Power is higher.
Adaptors gain Ability Power or Attack Damage, depending on which is higher.
Your team gains 120 max Health. Brawlers gain more.
Your team gains 12 Armor and Magic Resist. Defenders gain more.
Precision: Ability damage can critically strike. Extra Precision grants 10% Critical Strike Damage.
Hunters gain Attack Damage. If a Hunter hasn't swapped targets for 4 seconds, they gain 10% Damage Amp.
Your team gains Mana Regen, increased for Invokers.
Your team gains Durability. Juggernauts gain more.
Your team gains 10% Attack Speed. Rapidfire champions gain more on every attack, up to 10 stacks.
Ravagers gain 10% Omnivamp. Additionally, Ravagers deal bonus damage, doubled against units below 50% Health.
Your team gains 10% Ability Power. Spellweavers gain more, plus extra Ability Power whenever a Spellweaver casts an Ability.
Summoners empower their summons in different ways.
Yorick: +30% Health
Azir: +45% Damage
Mama Beak: +45% Damage
Zyra: +4 Plant Attacks
At Combat Start and after dropping below 50% Health, Vanguards gain a max Health Shield for 10 seconds.
Champion ability values and combat stats may change before release.

Adaptor: Throw a volley of kunai at the target, dealing 155 / 235 / 370 physical damage. If the target is Burning, deal an additional 35 / 52 / 80 damage.
Adaptor: If the Ability kills, cast it again.

Slice the target for 170 / 255 / 435 physical damage and gain 60 / 90 / 200 Shield for 2 seconds.

Summon five razor-sharp leaves that converge on the current target, dealing a total of 370 / 555 / 835 physical damage and applying 20% Wound and 1% Burn for 4 seconds.
Scarlet Buff: Cinderling gains 22% Attack Damage each cast.
Wound: Reduces healing received.
Burn: Deals a percent of the target’s max Health as true damage every second.

Tether the current target, dealing 280 / 420 / 630 magic damage over 1.5 seconds. Then release a burst of power around them, dealing 120 / 180 / 270 magic damage to all enemies in a 1 Hex radius and 30% Slowing them for 2 seconds.
Slow: Reduce Attack Speed

Restore 314 / 364 / 509 Health over 2 seconds. The next attack is replaced with a bash that deals 140 / 175 / 220 magic damage.

Passive: Start combat with 60 / 70 / 80 bonus Armor and Magic Resist that decays over 12 seconds.
Active: Bash the current target, dealing 60 / 108 / 162 magic damage and Stunning them for 1.5 seconds.

Active: Gain 400 / 460 / 550 Shield for 4 seconds and deal 200 / 300 / 450 magic damage to enemies in a cone.
Quest: Each player combat, Ornn stores damage blocked as Forge Power, doubled at 3-star. Gain an Artifact Anvil each time he gains enough Forge Power. (Forge Power: / )

Begin consuming 0.35 max Mana per second and channeling a laser on the target. Each second while casting, deal 160 / 240 / 360 magic damage to them and reduce their Magic Resist by 3.
Teal Buff: Gain 2 Mana Regen for every 4 seconds channeled.

Gain 270 / 320 / 415 Shield for 4 seconds. Then grant the ally who has dealt the most damage this combat 1.9 / 2 / 2.3 decaying Attack Speed for 4 seconds.

Passive: Restore 17 / 21 / 27 Health each second, tripled for 3 seconds after casting.
Active: Lunge out of the ground, Stunning adjacent enemies for 1 second and dealing 70 / 105 / 160 magic damage to them.

Wind up, then fire an arrow at the most enemies in line with the target. It deals 415 / 625 / 995 physical damage to enemies hit, reduced by 40% for each enemy it passes through (minimum 40%).

Launch a giant blast at the target that deals 175 / 265 / 395 magic damage, increased to 265 / 400 / 595 if they're below 30% max Health.
If they die, permanently gain 1.5% Ability Power.
Current bonus: %

Gain 50% Attack Speed for the next 5 attacks. These attacks are replaced with feathers that deal 72 / 108 / 165 physical damage and reduce Armor by 2 / 2 / 2.

Passive: On death, spawn a Spirit Walker with 330 / 530 / 880 max Health which immediately taunts, forcing enemies to attack it.
Active: Restore 280 / 325 / 435 Health and strike the target, dealing 150 / 225 / 340 physical damage.

Roar, restoring 276 / 336 / 396 Health, cleansing disables, and healing the two lowest percent Health allies for 80 / 105 / 130. Then slam the current target, dealing 100 / 150 / 225 magic damage and Stunning them for 1.5 seconds.

Passive: Every third attack is replaced with a Headshot that deals 220 / 330 / 545 physical damage.

Transform into a spider and gain 375 / 475 / 725 max Health. Attacks while in Spider Form deal 35 / 50 / 80 bonus magic damage and heal for 55 / 90 / 170. Subsequent casts grant 175% decaying Attack Speed for 4 seconds.

Adaptor: Belch a noxious bubble at the current target that explodes on the first enemy hit, dealing 225 / 340 / 535 magic damage. Enemies within a 1 hex radius of the explosion take 145 / 220 / 345 magic damage over 3 seconds.
Adaptor: Heavily slows the target.
Purple Buff: Every 5 seconds, Gromp gains 30% Ability Power.

Passive: Kayle ascends based on her star level, granting her stacking bonuses.
1st Ascension: Attacks deal 56 / 84 / 98 bonus magic damage.
2nd Ascension: Attacks 20% Shred enemies hit for 2 seconds.
3rd Ascension: Attacks fire waves, dealing 40 / 40 / 40 magic damage to all other units hit.
4th Ascension: Gain infinite range. Every 3rd wave is much larger.
Shred: Reduce Magic Resist

Passive: After player combat, your strongest LeBlanc has a 10% / 15% / 40% chance to create a copy of an ally on your board, increased by 4% per takedown.
Active: Launch a mirror image at the current target, dealing 250 / 375 / 565 magic damage and 85 / 130 / 190 to adjacent enemies.

Leap to the lowest Health enemy within 3 Hexes and deal 500 / 1050 / 2250 physical damage. The next 2 attacks gain 175% Attack Speed and deal 60 / 90 / 135 bonus physical damage.
Grey Buff: Gain Precision and 25% Critical Strike Chance, increased up to 75% based on missing Health.

Passive: Attacks are replaced by a dance that deals 50 / 75 / 112.5 physical damage to all adjacent enemies.
Active: Burrow underground, gaining 15% Durability for 3 seconds and healing 325 / 400 / 675 over the duration.
Green Buff: When allies fall below 50% Health, they restore 15% max Health.

Gain 315 / 340 / 365 Shield for 4 seconds. Then cleave in a cone, dealing 90 / 135 / 205 magic damage and strike in a line, dealing 120 / 180 / 270 magic damage to enemies hit.

Grant 325 / 400 / 500 Shield to Shen and 200 / 275 / 375 Shield to a nearby damaged ally for 4 seconds. Both of their next 3 attacks gain 40% Attack Speed and deal 35 / 55 / 80 bonus magic damage.

Throw 2 clusters of mushrooms that deal 60 / 90 / 135 magic damage to the 3 nearest enemies. Then hurl a giant mushroom that deals 135 / 200 / 310 magic damage to the target.
Each cast has a 10% / 12% / 15% chance to forage an extra mushroom that can be collected for bonus effects.
Red: 1 Reroll (Reds Foraged: )
Green: 1 Tactician Health (Greens Foraged: )
Yellow: 2 XP (Yellows Foraged: )

Bite the current target, dealing 200 / 300 / 450 physical damage and healing for 0.2 / 0.2 / 0.2 of the damage dealt. Gain 20% Attack Speed for the rest of combat.

Dash, then launch an orb at the current target that deals 165 / 245 / 375 physical damage and splits, dealing 57.75 / 85.75 / 131.25 physical damage to 2 nearby enemies.

Gain 150% Attack Speed and summon 2 soldiers for the next 6 attacks. These attacks are replaced by commands which direct each soldier to deal 46 / 69 / 110 magic damage per attack.

Poison the target and the nearest non-poisoned enemy, dealing 425 / 640 / 1020 magic damage over 15 seconds. Poisons stack.

Gain 150 / 225 / 300 shield for 2 seconds and send out 6 moonlight orbs spread among enemies within 2 hexes, each dealing 65 / 100 / 155 magic damage.

Reduce the Magic Resist of the 3 nearest enemies by 10. Then drain life from them over 2 seconds, healing for 395 / 470 / 790 Health and dealing 70 / 105 / 170 magic damage to each over the duration.

Gain 50 Armor and Magic Resist for 3 seconds and restore 375 / 475 / 685 Health over the duration. Launch spectral riders at the 3 nearest enemies, dealing 80 / 120 / 195 magic damage and Stunning them for 1.5 / 1.75 / 3 seconds.

Leap to the farthest enemy within 2.7 Hexes, dealing 260 / 370 / 550 magic damage. If they have no adjacent allies, deal 310 / 445 / 660 magic damage instead and gain 10 mana.

Adaptor: Launch acid at the target and the other nearest enemy, dealing 165 / 250 / 425 physical damage. Enemies below 50% max Health take 231 / 350 / 595 physical damage instead.
Adaptor: Damages enemies over time.

Passive: On death, split into two Kruglettes with 182 / 232 / 312 Health which immediately taunt, forcing enemies to attack them.
Active: Gain 175 / 225 / 325 max Health, then roll into the target, dealing 223 / 288 / 423 damage.
Slate Buff: On death, Krug and Kruglettes Shield allies for 8% max Health.

Summon 4 untargetable Tiny Beaks nearby for 5 / 5 / 5 seconds. Whenever Mama Beak attacks, Tiny Beaks attack the same enemy, dealing 27 / 41 / 65 physical damage.
Orange Buff: Dealing physical damage reduces enemy Armor by 2.

Passive: Every third attack is a Double Strike. On takedown, gain a burst of movement speed.
Adaptor: Double Strikes grant 0.15 / 0.15 / 0.15 stacking Attack Speed.
Adaptor: Double Strikes deal bonus damage and heal.

Taunt, forcing enemies to attack this champion. For 4 seconds, gain 350 / 450 / 550 Shield and 60 Armor and Magic Resist.
When the Shield breaks, deal 50 / 75 / 120 physical damage to enemies in 2 Hexes.

Jump to the lowest percent Health enemy within 3 hexes and stab them, dealing 255 / 385 / 615 physical damage. Then heal for 70 / 70 / 70, increased to up to 150 / 220 / 220 based on their missing Health.

Attach an explosive charge to the target that lasts 4 seconds. While active, gain infinite range and 0.6 / 0.6 / 0.6 Attack Speed. After the duration, the charge explodes and splits damage between all enemies within 2 hexes, dealing 160 / 240 / 385 physical damage + 10 / 15 / 25 for each attack while casting.
If an enemy with an explosive charge on them dies, it attaches to Tristana's new target.

Passive: On attack, restore 22 / 22 / 22 Health.
Active: Unleash a primal roar, restoring 225 / 300 / 400 Health. Then gain 85% / 100% / 125% Attack Speed, 15% Durability, and is Unstoppable for 3 seconds.

Launch a spirit bomb at the location within 4 hexes that has the most surrounding enemies. It deals 485 / 735 / 3500 magic damage to enemies in a 3 hex radius, reduced by 20% per hex away from the epicenter.

Passive: Every second, restore 29.04 / 29.15 / 56 Health and deal 12 / 18 / 150 magic damage to enemies within 1 hex.
Active: Deal 100 / 150 / 2000 magic damage to enemies within 2 hexes and Stun them for 1 / 6 seconds, increased to 2.5 / 2.5 / 12.5 seconds if the target is Burning.
Burn: Deals a percent of the target’s max Health as true damage every second.

Equip Severum and swipe the target 5 / 5 / 5 times over 2 seconds, each dealing 70 / 105 / 850 physical damage.
After the onslaught finishes, fire a blast that deals 490 / 735 / 5225 physical damage split among all enemies in a 2 Hex radius.

Passive: When the target dies, leap at the next target, dealing 170 / 255 / 600 physical damage.
Active: Gain 80% / 280% / 400% Attack Damage for 8 seconds. During this time ignore 0.4 / 0.4 / 0.6 Armor.
Red Buff: Attacks 1% Burn enemies and heal Brambleback for 4% max Health.

Blink away from the current target, deal 235 / 355 / 1200 physical damage to them, and gain 0.25 / 0.25 / 1 Attack Speed.
Every 4th cast consumes the Attack Speed granted from Nature's Wrath and fires a blast through the largest group of enemies that deals 385 / 580 / 2500 physical damage, reduced by 25% for each enemy it passes through (minimum 50%).

Restore 300 / 400 / 800 Health and send 4 butterflies at nearby enemies. Enemies hit take 90 / 135 / 2000 magic damage and Sleep for 1.5 / 1.75 / 8 seconds. If they take 1000 damage, they wake up and take an additional 10% max Health magic damage.

Gain 700 / 850 / 2000 Shield for 4 seconds and become petrified. When the shield breaks, unleash a wave of dark energy, dealing 82 / 123 / 3398.6 magic damage to enemies within 2 / 3 hexes.

Passive: Gain 25% Omnivamp.
Active: Fire a dark blast at 3 nearby enemies, dealing 60 / 90 / 500 magic damage to them and cursing them for 4 seconds. Then, spawn a 2 Hex withering zone for the same duration that deals 33 / 50 / 500 magic damage per second. Cursed enemies take 22 / 33 / 240 more damage per curse.

Adaptor: Gain 150% Attack Speed for the next 3 / 99 attacks. These attacks are replaced with javelins that deal 170 / 255 / 2000 magic damage. The 3rd attack instead targets the furthest enemy with the least items and deals 320 / 480 / 3000 magic damage.
Adaptor: Transform into a Melee cougar Assassin that swipes enemies.

Gain 530 / 630 / 2130 Shield for 4 seconds. Slam the ground, sending a fissure in the direction of the most enemies. Enemies hit are briefly knocked up, take 100 / 150 / 3500 magic damage, and are Mana Reaved for 10.
Blue Buff: Each time Sentinel casts, allies gain 2 Mana Regen.
Mana Reave: Increase the Mana cost of the next Ability cast.

Passive: Upon falling below 40% max Health the first time each combat, gain 100 mana.
Active: Wind up a big punch, rapidly healing for 369 / 419 / 2144 before dealing 222 / 297 / 5072 physical damage in a large cone.

Throw a large crossblade that deals 205 / 305 / 1150 physical damage to the current target and bounces 8 times between nearby enemies, dealing 41 / 61 / 460 physical damage each bounce. When this kills an enemy, bounce 3 / 6 / 10 additional times.

Call down a star on the current target, dealing 190 / 285 / 1000 magic damage. If a star has previously fallen on them, call down 3 additional stars that each deal 100 / 150 / 1000 magic damage.

Spawn 2 / 4 plants around the battlefield that attack the nearest enemy 10 times. Each attack deals 37 / 55 / 225 magic damage.

Rain 9 moonshards split among the 3 nearest enemies, dealing 50 / 75 / 500 magic damage each.
If the moon is full, instead crash it onto the board, dealing 2350 / 3600 / 7500 magic damage split among all enemies.

Fire an arrow through the most enemies in a line that deals 440 / 660 / 1000 physical damage, reduced by 80% / 40% per enemy hit (minimum 20%).
The arrow leaves a trail for 4 / 20 seconds that deals 7 / 11 / 220 + 2% / 3% / 10% max Health physical damage per second to enemies within and 20% Slows them.
Slow: Reduce Attack Speed

Passive: Attacks target random enemies in range and apply a bleed that deals 140 / 210 / 3000 physical damage over 12 seconds. Every attack has a 0.12 / 0.12 / 0.12 chance to deal 50% / 900% bonus physical damage and apply 2 bleeds instead.
Active: Throw two giant axes towards the enemy with the most bleeds. Deal 100 / 150 / 400 physical damage to enemies hit and consume their bleed, instantly dealing the remaining damage. The axes then return, dealing 30 / 45 / 100 physical damage to enemies hit.

Passive: Attacks deal 75% / 100% damage to enemies adjacent to the target.
Active: Become invulnerable and fly into the air. On return, stun all enemies for 1.25 / 99 seconds, gain 15% / 100% Omnivamp, and Ignite them for 3 / 99 seconds. Ignited enemies take 2% / 20% max Health physical damage per second. Replace this ability with Flame Breath and immediately cast it.
Flame Breath: Spew fire at the most enemies in a line through the target, dealing 285 / 430 / 7200 physical damage, reduced by 20% for each enemy it passes through (minimum 20%.) Ignite those enemies for 3 / 99 seconds.
Elder Dragon Buff: Damaging an enemy below 12% Health executes them.

Passive: Gain 5 / 50 / 10 Rage per second and 5 Rage per attack.
Active: Transform into Mega Gnar and leap into the largest group of enemies within 3 hexes. Then, deal 100 / 150 / 2000 physical damage to enemies within 2 / 10 hexes, reduce their Armor and Magic Resist by 15 / 20 / 100, and Stun them for 1 / 15 second. Mega Gnar gains 400 / 600 / 10000 Health, and replaces his Ability with Grab n' Throw.
Grab n' Throw: Throw the target at the farthest enemy, dealing 380 / 570 / 9000 physical damage to them and 135 / 205 / 4500 physical damage to enemies they pass through. If there's only 1 enemy left, throw them off the battlefield instead.

Passive: Shields from this Ability can critically strike with Precision.
Active: Grant 2 / 10 allies Shield and 10% / 15% / 100% Damage Amp for 6 seconds. Then deal 140 / 210 / 2000 magic damage to enemies adjacent to them. After casting 6 times, also grant 100% stacking Attack Speed to targets.

Charge up, gaining 15% Ability Power per Burning enemy. Then, gain 250 / 350 / 3000 Shield for 2.5 seconds and rush through a nearby group of enemies, dealing 80 / 120 / 1500 magic damage to each.
After rushing, unleash a 2 Hex firestorm that deals a total of 450 / 675 / 5000 magic damage split among all enemies hit over 2 seconds.

Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 mana.
Active: Fire a laser towards the largest group of enemies that deals 330 / 520 / 5000 magic damage, reduced by 25% / 10% for each enemy hit.

Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 mana.
Active: Fire a laser towards the largest group of enemies that deals 330 / 520 / 5000 magic damage, reduced by 25% / 10% for each enemy hit.

Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 mana.
Active: Fire a laser towards the largest group of enemies that deals 330 / 520 / 5000 magic damage, reduced by 25% / 10% for each enemy hit.

Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 mana.
Active: Fire a laser towards the largest group of enemies that deals 330 / 520 / 5000 magic damage, reduced by 25% / 10% for each enemy hit.

Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 mana.
Active: Fire a laser towards the largest group of enemies that deals 330 / 520 / 5000 magic damage, reduced by 25% / 10% for each enemy hit.

Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 mana.
Active: Fire a laser towards the largest group of enemies that deals 330 / 520 / 5000 magic damage, reduced by 25% / 10% for each enemy hit.

Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 mana.
Active: Fire a laser towards the largest group of enemies that deals 330 / 520 / 5000 magic damage, reduced by 25% / 10% for each enemy hit.

Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 mana.
Active: Fire a laser towards the largest group of enemies that deals 330 / 520 / 5000 magic damage, reduced by 25% / 10% for each enemy hit.

Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 mana.
Active: Fire a laser towards the largest group of enemies that deals 330 / 520 / 5000 magic damage, reduced by 25% / 10% for each enemy hit.

Passive: After every 650 / 300 / 200 damage blocked, a sapling jumps towards a nearby enemy and deals 77 / 77 / 825 magic damage. On death, 3 / 5 / 10 saplings jump out.
Active: Deal 66 / 66 / 1100 magic damage to target and restore 330 / 400 / 2000 + 10% / 100% missing Health.

Passive: The first time Taric or his paired ally drops below 50% Health, unleash emerald energy from both of them, granting 305 / 480 / 11300 Shield to allies within 3 Hexes for 3 / 99 seconds.
Active: Restore 200 / 300 / 3000 Health. Taric and his paired ally deal 100 / 150 / 1000 bonus magic damage on their next 2 attacks.
A new arena is coming! Battle in style on the new arena!



Browse the 46 new and returning augments coming in Set 18.
Your next augment is one tier higher.
Gain a Recurve Bow. After your champions attack 1000 times, get 2 more.
Gain 1 Thief's Gloves.
Your team gains 30 Health for each champion that starts combat in the front row.
Gain a random Emblem.
Gain a random Emblem and a Reforger.
Set your win streak to +4. Gain 4 gold.
Store gold equal to the interest you earn. On 3-3, gain gold equal to 100% of the stored gold. Gain 1 gold now.
Gain a random 2-cost champion now. Gain the same one again every time you level up. Champion: 0
Gain a B.F. Sword. After your champions deal 65000 physical damage, gain 2 more.
Your team gains 12% Omnivamp. Excess healing is converted to a shield up to 200 Health.
Gain 3 2-cost champions. After 6 rounds, gain 3 more.
Gain 3 3-cost champions. After 6 rounds, gain 3 more.
Gain 3 4-cost champions. After 6 rounds, gain 3 more.
Gain 8 gold and 1 XP.
Gain 12 gold and 3 XP.
Whenever you would get a component, gain a component anvil instead. Gain a random component.The anvil offers 4 choices.
Enemies in the first two rows lose 4 Armor and Magic Resist every 2 seconds.
Whenever you craft a completed item, gain 2 rerolls.
Lose all champions on your board and bench. Gain a Training Dummy with 60% of their combined health. The dummy gains 1000 Health per stage. Gain a random non-tank 2-star 2 cost champion.
Every 4 attacks an ally takes, they deal 30-90 (based on current Stage) magic damage to nearby enemies (1 second cooldown).
At the start of every round, lose the champion in the rightmost bench slot. After losing 33 gold of champions in this way, gain a powerful reward. Gain a 3-cost champion now.
Gain a Giant's Belt. After your champions take 75000 damage, get 2 more.
Gain 12 gold, then flip a coin. If heads, gain 4 more gold.
Your champion that starts combat in the center of the front row gains 15% Damage Amp and 25% max Health.
Gain a Tear of the Goddess. After your champions spend 6500 Mana, gain 2 more.
Your team gains 10% Attack Damage. Every 5 seconds, they gain 5% more.
Your Tactician loses 20 Health, but after 5 player combats, gain 3 4-cost champions and 8 gold.
Allies that start combat in the back row begin combat at 80% Health but gain 16% Damage Amp.
Champions that aren't holding items have a 40% chance to drop 1 gold on death.
Combat start: Champions grant other adjacent champions 6 Armor and Magic Resist. This effect stacks.
When an enemy dies, a nearby ally is healed for 250 Health.
The Inferno champion that dealt the most damage last combat is On Fire, gaining 55% Attack Speed. Gain a Varus and an Akali.
Gain a component anvil and 3 gold.
Gain 1 random completed item.
Gain a random 2-star 2-cost champion and 1 gold.
After winning player combat, gain 1 gold. If they had more health than you, gain 6 Gold instead. Gain 1 gold.
When you reach Level 9, gain 27 gold.
After 8 player combats, gain an Artifact anvil.
Your dice and coins are luckier. Roll a die and gain gold equal to the number rolled. Then flip a coin and gain 1 gold if you flip heads.
Champions without items equipped gain 30 Armor and Magic Resist.
Gain 2 1-cost champions, 1 2-cost champion, and 1 3-cost champion.
Gain 1 random component, 2 gold, and 1 random 5-cost champion.
Round start: items on your bench are randomized. Gain 1 random component.
After 12 seconds of combat, your units gain 20% Damage Amp.
Gain 4 rerolls now. Each round, gain 1 free reroll if you did not buy a champion last round.
You gain twice as much progress towards win and loss streaks. Gain 2 gold.
Champions on your board permanently transform into random champions 1 cost tier higher (max 5). Gain 2 Magnetic Removers and 3 free rerolls.
Your team gains 60 Health. Each time you purchase a Wisp, increase this by 10.
Your team gains 75 Health. Each time you purchase a Wisp, increase this by 10.
Your team gains 90 Health. Each time you purchase a Wisp, increase this by 10.
Gain 10 free Shop rerolls.
Gain 10 XP.
Twice per stage, gain a random champion. Its cost increases by Stage. This effect ends after receiving 1 5-cost champion.
Roll a die. Gain rewards based on the number rolled.
Gain 2 random item components.
Your units gain 1.5% Attack Damage and 1.5% Ability Power for each non-unique Trait active across your team.
Gain a Lesser Champion Duplicator. Gain another after 5 player combats. This item allows you to copy a 3-cost or less champion.
Gain a giant Training Dummy. Every 4 seconds, it zaps the 3 nearest enemies dealing 5% max Health true damage.
If you have exactly 2 allies in your first row, grant them 100 Health, 35 Armor, and 35 Magic Resist.
Champions gain 1.5% Attack Damage, 1.5% Ability Power, 1.5 Armor, and 1.5 Magic Resist for each ally that shares a trait with them.
Each time you purchase a Wisp, gain 2 gold. Gain 4 gold now.
Each time you purchase a Wisp, gain 2 gold. Gain 8 gold now.
You can always move freely on Carousel rounds. Gain 5 gold.
At the start of every round, champions on the 3 rightmost bench slots transform into random champions of the same cost. Gain 4 gold.
Gain a copy of each 1-cost champion.
Gain a random Silver Augment and 2 gold.
Gain a random Silver Augment and 4 gold.
Gain a random Silver Augment and 7 gold.
The next 1-cost champion you buy is 3-star. Gain 5 gold.
Gain 20 Gold. Your next augment is one tier lower.
Gain 33 Gold. Your next augment is one tier lower.
After 8 seconds of combat, stun the enemy team for 1.5 seconds. Repeat this after 18 seconds of combat. TFT Macao Open, 2024
After 12 seconds of combat, your units gain 35% Damage Amp.
Gain a 3-cost non-Tank champion and an Emblem that matches their class.
Gain 3 random components, 2 gold, and 1 Reforger.
Gain a random 2-star 2-cost champion. At Level 6, gain a random item component. At Level 9, gain a random 2-star 5-cost champion. Inkborn Fables Tactician's Crown, 2024
The first 3 times you sacrifice a champion in the Blackthorn hex, gain a copy of a random component they're holding. Gain a Veigar and a Rek'Sai.
When you buy a Wisp, gain a random Blossom champion based on the Wisp's cost. Gain a Yunara, a Yorick, and a Karma.
Allies gain 15 Armor and Magic Resist, increased by 2 per player level. Gizmos & Gadgets Championship, 2022
Whenever you open a loot orb, you have a 25% chance to gain a gray loot orb. Gain 2 gray loot orbs.
Whenever you open a loot orb, you have a 25% chance to gain a gray loot orb. Gain 3 gray loot orbs.
Gain 12 gold of random champions. (At least one 3-cost guaranteed!)
Gain 18 gold of random champions. (At least one 4-cost guaranteed!)
Gain 26 gold of random champions. (At least one 5-cost guaranteed!)
Your team gains 2.5% Damage Amp for each Bronze-tier trait.
After losing your combat, gain 2 gold and a free Shop reroll.
Store gold equal to the interest you earn. On 3-3, gain gold equal to 125% of the stored gold. Gain 1 gold now.
Gain a component anvil when you reach level 5, 6, 7, and 8. Component anvils offer 4 choices.
Your team gains 18% Omnivamp. Excess healing is converted to a shield up to 400 Health.
If there are no champions on your bench at the end of player combat, gain 3 XP.
Your team gains 10% Attack Speed every 3 seconds in combat.
Gain 4 1-cost champions now. If your bench is full at the end of player combat, gain 3 XP.
Gain 7 gold, 1 2-star 1-cost champion, 1 2-cost champion, 2 3-cost champions, 1 XP, and 1 Shop reroll.
At the start of each turn, all allies holding a Frying Pan or Spatula item grant the nearest champion 60 permanent Health. Gain a Frying Pan.
When you choose to continue gathering Coven essence, heal 2 Tactician health. Gain a Camille, an Elise, and a Caitlyn.
Gain a Tear of the Goddess. Your team gains 1 Mana Regen. After 12 seconds in combat, increase this to 4.
When you field exactly 2 copies of a champion, they both gain 25% Attack Damage and Ability Power and 25 Armor, and Magic Resist. When you 3-star, gain a 2-star copy.
Gain 2 random 5-cost champions and 2 copies of a random component.
Your team gains 5% Attack Damage & Ability Power. This increases by 1% after each player combat. 1-cost champions gain double.
Champions that start combat adjacent to an Elderwood plant gain 15% Attack Speed and heal 2% of their maximum Health every 2 seconds. Gain an Alistar, an Ornn, and a Xayah.
Every 4 attacks an ally takes, they deal 50-140 (based on current Stage) magic damage to nearby enemies (1 second cooldown).
When you reach Level 8, gain 20 Shop rerolls. Runeterra Reforged Championship, 2023
Now, and at the start of every stage, gain 4 XP and 2 free rerolls.
Now, and at the start of every stage, gain 8 XP and 2 free rerolls.
Gain a Lucky Item Chest, a Magnetic Remover and 7 gold.
Now and at the start of the next 3 rounds, gain 7 XP.
Now and at the start of the next 3 rounds, gain 10 XP.
Fae pixies are now larger and grant 50% more Attack Damage and Ability Power. Fae champions gain 10% Attack Damage and Ability Power immediately. Gain a Xayah and a Rakan.
Gain a Flora Fatalis emblem. The champion holding the emblem gains double benefits from the Flora Fatalis trait. Gain 3 gold.
Gain a Flora Fatalis emblem. The champion holding the emblem gains double benefits from the Flora Fatalis trait. Gain 3 gold.
Gain a random 4-cost champion. For each item equipped to that champion, your team gains 120 health.
Gain a 2-star 1-cost Tank champion and an Emblem that matches their class.
Gain 21 gold.
Gain two 5-cost champions. If you field at least one 5-cost champion, your 1 to 4-cost champions gain 8% Durability. K.O. Coliseum Tactician's Crown, 2025
Allies that start combat in the back row begin combat at 80% Health but gain 25% Damage Amp.
Combat start: Champions grant other adjacent champions 9 Armor and Magic Resist. This effect stacks.
You cannot choose your Carousel rewards. Gain an additional 6 player health and 8 gold each carousel round. When you do not pick a Carousel Reward, you are given an unpicked champion and the item it carries.
When an enemy dies, a nearby ally is healed for 575 Health.
Gain a Steadfast Heart. Every 10 seconds of combat its holder survives, Steadfast Heart gains additional 16 permanent max Health.
Gain 2 Lesser Champion Duplicators. Gain 4 gold.
Gain 2 Lesser Champion Duplicators. Gain 8 gold.
Gain 2 Lesser Champion Duplicators. Gain 14 gold.
You no longer gain interest but gain 3 gold at the start of every player combat round. Gain 3 gold now. Interest is extra gold you gain per 10g saved.
Gain 3 gold now. On Stage 3-7, gain an Infinity Force. Infinity Force gives allies in the same row a 12% Health shield. Monsters Attack Championship, 2023
Your champions gain 8 permanent max health per interest you earn. Gain 4 gold now.
Your team gains 10% Critical Strike Chance and Precision. Precision: Ability damage can critically strike. Additional Precision grants 10% Critical Strike Damage.
Gain 2 XP at the start of player combat rounds. Your 5-cost champions gain 12% Health and 12% Attack Speed. Cyber City Tactician's Crown, 2025
Gain a random Emblem. Your 3-cost champions and all allies equipped with an Emblem gain 150 Health and 12% Attack Speed. Reckoning Championship, 2021
Roll 3 dice. Gain rewards based on their total.
Champions without items equipped gain 50 Armor and Magic Resist.
Gain 4 gold. For the next 2 rounds, enemy champions drop 2 gold when killed.
Gain 10 free Shop rerolls. When you reach level 9, gain 3 free Shop rerolls and a Champion Duplicator. Galaxies Championship, 2020
Gain 7 gold now, then 7 gold at the start of every stage. Picking up gold makes your Tactician larger.
Gain 10 gold now, then 7 gold at the start of every stage. Picking up gold makes your Tactician larger.
Champions that fight in player combat cannot be benched or sold. Your team gains 1% Health, and 1% Attack Damage and Ability Power after player combat.
Round start: items on your bench are randomized. Gain 2 random components.
After player combat, gain 2 XP if you won or 3 XP if you lost.
Each round, gain a 1-star copy of the first champion you killed last combat. The first time you gain 21 gold worth of champions in this way, gain a Thief's Gloves.
Choose 1 of 4 Artifacts. Artifacts are more powerful items with a unique effect.
Gain a Protector's Vow. Protector's Vow grants its holder 20% additional Mana from all sources and 200 max Health.
Choose 1 of 3 components. For the next 2 rounds, gain a copy of that component.
You can now choose a second Alpha Riftbeast. Gain a Scuttlecrab, a Cinderling, and a Pebbles.
You can field Rengar and Kha'Zix together with no penalties, and they gain bonuses when the other casts. Gain a Rengar and a Kha'Zix.
Gain 1 random completed item now, and 1 component after 8 player combats. Selling champions breaks completed items into components (excluding Tactician's items and Emblems).
Gain 1 random completed item now, and 1 component after 4 player combats. Selling champions breaks completed items into components (excluding Tactician's items and Emblems).
Gain an Archangel's Staff. Archangel's Staff grants 2 additional Mana Regen if its holder has 90% or more Ability Power.
Gain 3 gold. After each player combat, if there are no items on your bench (other than consumables), gain 2 XP.
Gain 4 gold and 10 XP now. After each player combat, if there are no items on your bench (other than consumables), gain 2 XP.
For the next 5 combats, your team size is 1, but the champion you field has massively increased stats. Gain 1 XP for every kill they get. Afterwards, gain 2 item components.
Gain a Gargoyle Stoneplate. Allies holding Gargoyle Stoneplate gain 17% max Health if they start combat alone in their row.
Gain a Guinsoo's Rageblade. When 2 players are eliminated, gain 40 gold. Fates Championship, 2021
Gain a Spirit Visage. Every 5 seconds, Spirit Visage heals allies within 1 hex for 7.5% of their missing Health.
Gain 2 random Emblems and 1 gold.
Gain 2 random Emblems, a Reforger, and 2 gold.
Gain 2 random completed items that build from Needlessly Large Rod.
Gain 2 random completed items that build from B.F. Sword.
Gain a Mogul's Mail. Champions holding Mogul's Mail take up +1 team slot but gain 700 Health and 20% Durability. Mogul's Mail gives gold as well as combat power. Dragonlands Championship, 2022
Disable your Shop for the next 3 rounds. Then gain 32 XP.
Your team gains 44 Health, 4% Attack Damage, 4% Ability Power, 4 Armor, 4 Magic Resist, 4% Attack Speed, and 4 Mana.
Gain a free Shop reroll every round. Gain 2 gold.
Gain a free Shop reroll every round. Gain 8 gold.
Gain a Spatula. Champions holding Spatula or Frying Pan items gain 20% Attack Speed and 3 Mana Regen.
Champions gain 2% Attack Damage, 2% Ability Power, 2 Armor, and 2 Magic Resist for each ally that shares a trait with them.
Gain a 2-star 2-cost champion. After dealing 80 player damage, gain a chest of high cost champions and items.
The first time you 3-star a champion, gain a copy of them each round for the rest of the game. 3-starring the same champion again grants additional copies. Gain a Lesser Champion Duplicator and a Tiny Champion Duplicator.
Gain a random 1-cost champion. Gain another copy of them at the start of each round for the rest of the game.
Gain a random item component. Every 2200 Mana spent by your champions, grants an additional component (max: 0/3).
Converting Coven Essence to rewards grants Coven champions Ability Power instead of loot. Gain a Camille, an Elise, and a Caitlyn.
Your champions holding an item gain 100 Health and 15% Attack Damage. Gain a B.F. Sword.
Your champions holding an item gain 100 Health and 2 Mana Regen. Gain a Tear of the Goddess.
Your Lunar champions gain 100 Health and 8% Damage Amp for each unique Solar champion fielded. Gain a Leona, a Kayle, and a Diana.
Your Lunar champions gain 100 Health and 8% Damage Amp for each unique Solar champion fielded. Gain a Leona, a Kayle, and an Aphelios.
Gain a Leona, a Kayle, and a Sejuani. Leona gains 60 permanent max Health each round, increased by 10 for each unique 3-star champion fielded.
Your team gains 8 Armor and Magic Resist. After falling below 50% Health, increase this to 40 for the rest of combat.
Primal grants an additional Blessing. Gain a Vi now and a Nidalee after 3 rounds.
Primal grants an additional Blessing. Gain a Vi and a Nidalee.
Primal grants an additional Blessing. Gain a Vi and a Sivir.
Primal grants an additional Blessing. Gain a Vi now and a Sivir after 3 rounds.
Gain a spotlight in the bottom right corner. The champion in it gains 15% Damage Amp and 15% Attack Speed, and drops 1 gold every 5 takedowns. Lore & Legends Tactician's Crown, 2026
Gain a random Gold Augment and 3 gold.
Gain a random Gold Augment and 6 gold.
While Sprykin is active, gain a second BFF summon that is 35% as powerful. Gain a Teemo, a Veigar, and a Kobuko.
The next 1-cost champion you buy is 3-star. Gain 2 gold.
Gain 2 Thief's Gloves. After 6 player combats, gain another.
Gain 2 Thief's Gloves. After 5 player combats, gain another.
Gain 2 Thief's Gloves. After 3 player combats, gain another.
Gain a random Tank item. After 8 seconds of combat, your team gains 5% bonus Attack Damage and Ability Power every second for the rest of combat. TFT Paris Open, 2025
Gain 4 Giant's Belts. Your Giant's Belts grant +85 bonus Health.
Gain a 2-star champion and 1 gold each time you level up. The champion's cost tier is your level minus 4 (max: 5-cost).
Your team gains 2.5% Damage Amp and 4 Armor and Magic Resist for each Bronze-tier trait.
Gain a random item component now and at the start of the next 5 rounds.
Gain a powerful and random reward.
Your team gains 25% Omnivamp. Excess healing is converted to a shield up to 1000 Health.
Your team gains 4 Health and 0.4% Attack Speed per missing player Health.
Gain 16 free Shop rerolls now and 3 every round for the rest of the game.
Gain a random component and 1 gold. The next 7 times you win a player combat, gain a different random component. Afterwards, gain 5 gold.
Gain a Tactician's Crown. Tactician's Crown, Cape, and Shield grant the holder 20% Attack Speed, 25% Attack Damage, and 30% Ability Power.
Gain +2 max team size and your team gains 4% Durability, but you take double player damage when you lose a player combat.
Gain a Deathblade. Deathblades permanently gain 1% Attack Damage whenever their holders score a takedown.
Gain 1 random Emblem. At the start of every Stage, gain a random Emblem. Your team gains 30 Health for each Emblem they are holding.
Gain 1 random Artifact. When you drop below 35 Health, gain 1 more random Artifact, 1 random completed item, and 2 random component. Remix Rumble Championship, 2023
Your team becomes large, gaining 200 Health and 10% max Health.
You no longer gain interest. Gain 10 gold now. Round start: gain 4 XP. Interest is extra gold you gain per 10g saved.
Gain a golden egg that hatches in 11 turns for a huge amount of loot. Winning player combat speeds up the hatch timer by an extra turn.
Gain 2 gold and flip a coin. If heads, gain a Radiant Lucky Item Chest. If tails, gain 2 Completed Item anvils.
Gain 3 gold and flip a coin. If heads, gain a Radiant Lucky Item Chest. If tails, gain 2 Completed Item anvils.
Gain 6 gold and flip a coin. If heads, gain a Radiant Lucky Item Chest. If tails, gain 2 Completed Item anvils.
Gain a random emblem. Now and at the start of each stage, gain a 1-star champion of that trait with a cost equal to the Stage (max 5) and 3 gold.
Gain 22 gold. Your max interest is increased to 10.
Champions in your back 2 rows gain 9% Ability Power and 8% Attack Damage for each champion that starts combat in your front row.
Gain 26 gold. At the start of each round, gain 1 Shop reroll for every 10 gold above 50 (max 80 gold).
Gain 45 gold. At the start of each round, gain 1 Shop reroll for every 10 gold above 50 (max 80 gold).
Your champions gain 8 permanent max health per interest you earn. Your max interest is increased by 2. Gain 8 gold now.
Your team gains 25% Critical Strike Chance, 10% Critical Strike Damage, and Precision. Precision: Ability damage can critically strike. Additional Precision grants 10% Critical Strike Damage.
When you buy XP, gain an additional 2. Gain 6 immediately.
Gain an Artifact Anvil now and after every 9 player combats.
Thief's Gloves will always give your champions ideal items. Gain 2 Sparring Gloves and 4 gold.
Thief's Gloves will always give your champions ideal items. Gain 2 Sparring Gloves now, then another after 4 player combats.
Gain a package containing a 5-cost champion, a 2-star 1-cost champion, and 3 gold. At the start of the next 2 stages, gain the package again.
Gain 7 gold now and every round for the rest of the game.
Gain an Artifact Anvil. After you open it, gain a Component Anvil. After you open that, gain 8 gold.
Gain an Artifact Anvil. After you open it, gain a Component Anvil. After you open that, gain 12 gold.
Gain a Red Buff, a Blue Buff, and a Champion Duplicator.
Round start: items on your bench are randomized. Gain 1 Radiant item.
Each time your shop is rerolled you have a 45% chance to gain a free reroll.
Gain a Radiant Thief's Gloves item. This equips 2 random Radiant items every round.
Choose 1 of 5 Radiant Items. Gain a Magnetic Remover.
Gain 2 Hands of Justice. Allies equipped with Hand of Justice gain Precision and 25% Critical Strike Chance. Precision: Ability damage can critically strike. Additional Precision grants 10% Critical Strike Damage.
Gain a Mogul's Mail. After 7 player combats, gain a Gamblers Blade.
When you level up, gain a number of free shop refreshes equal to your level +1. Gain 6 gold.
Combat start: Your team gains 1.5% Attack Damage and Ability Power per second for 10 seconds. At max stacks, deal 12% bonus true damage.
Gain an Artifact anvil. Your team gains 16 Health for each item equipped on champions.
Gain 4 BF Swords. Your BF Swords grant +4% Attack Speed.
Gain a random Emblem. After 3 rounds, gain a Tactician's Cape.
Gain 3 random Emblems and 2 gold.
Gain 3 random Emblems, a Reforger, and 4 gold.
Your team gains 88 Health, 8% Attack Damage, 8% Ability Power, 8 Armor, 8 Magic Resist, 8% Attack Speed, and 8 Mana.
Gain a random emblem. After fielding 2 non-unique traits in a player combat, gain a reward. Then increase the number of traits needed and the size of the reward.
Buying XP costs 1 less. Gain 2 Health and 1 free reroll whenever you level up.
Gain 1 Spatula, 3 random components, and 5 gold.
Champions gain 3.5% Attack Damage, 3.5% Ability Power, 3.5 Armor, and 3.5 Magic Resist for each ally that shares a trait with them.
Gain 4 Needlessly Large Rods. Your Needlessly Large Rods grant +5% Attack Speed.
Gain a random Emblem and a completed item anvil. Allies that share a trait with that Emblem gain 30% Attack Speed. 0 0 Into The Arcane Tactician's Crown, 2025
Gain 2 copies of a random 2-cost champion. Gain another copy of them at the start of each round for the rest of the game.
After a champion dies in combat, spawn a copy of them one star level lower with 60% health. Gain 3 free rerolls.
After a champion dies in combat, spawn a copy of them one star level lower with 60% health. Gain 3 free rerolls.
Gain a Rabadon's Deathcap. Rabadon's Deathcaps grant 1 Mana Regen and permanently gain 1% Ability Power whenever their holders score a takedown.
Open an armory and choose one of 3 traits. Gain a Lux with that trait and a Spear of Shojin. Traits on your board are more likely to appear in the armory. Lux provides +2 to her chosen trait
Gain a Golden Item Remover and 4 random components.
Gain a random Prismatic Augment and 4 gold.
Gain a random Prismatic Augment and 10 gold.
Gain a random 3-star 1-cost champion. Gain 6 gold.
Browse the 16 new Set 18 emblems and the traits they grant.

The holder gains the Fae trait.

The holder gains the Hunter trait. Takedowns grant 18% Attack Damage.

The holder gains the Inferno trait.

The holder gains the Rapidfire trait. Attacks deal 1% of the target's max Health as true damage.

The holder gains the Elderwood trait.

The holder gains the Ravager trait. Gain 3% Damage Amp per 300 Health restored.

The holder gains the Sprykin trait. If the holder is riding the BFF, gain an additional 30% %i:scaleAS% 20 %i:scaleArmor% 20 %i:scaleMR%

The holder gains the Vanguard trait. If the holder survives 22 seconds in player combat, gain 1 player health.

The holder gains the Blossom trait.

The holder gains the Spellweaver trait. Gain 2 Mana whenever an ally casts their Ability.

The holder gains the Invoker trait. On cast, gain Ability Power equal to 10% of Mana spent.

The holder gains the Lunar trait.

The holder gains the Brawler trait. Attacks deal 2% of the holder's max Health as magic damage.

The holder gains the Blackthorn trait.

The holder gains the Executioner trait. Damage executes enemies below 8% of their max Health.

The holder gains the Primal trait.

The holder gains the Coven trait.

The holder gains the Defender trait. Combat Start: Gain 6% Attack Speed for every ally that starts in the front row.

The holder gains the Flora Fatalis trait.

The holder gains the Juggernaut trait. Gain 15 mana whenever a Juggernaut dies.

The holder gains the Flora Fatalis trait. They gain double benefits from Flora Fatalis.