Battle Academia champions upgrade their abilities and gain Potential %. Potential improves their abilities. Prismatic: Have 17 completed items on Battle Academy units True Potential Unlocked: +11 %i: (3) 3 (5) 5 (7) 7
Kills and losses during player combats earn Gem Power. Every 4 player combats choose to convert Gem Power into rewards or Double Down. While Double Down is active losses grant 100% more Gem Power, but wins lose 50% Gem Power and cash out immediately. Gem Power gains increase at stages 3 and 4. (3) @ per kill; @ per loss (5) Every @TFTUnitProperty.trait:TFT15_GemForce_KillRequirement@ kills, gain bonus loot and reroll a new kill number. (Kills: @TFTUnitProperty.trait:TFT15_GemForce_TotalKills@) (7) 200% rewards. Crystal Gambit units gain 500 Health and 45% DA.
Luchadors gain bonus Attack Damage. At 50% health, Luchadors cleanse negative effects, heal, and leap back into the fight, knocking up enemies in a 1-hex radius for 1.50 seconds. (2) 15 AD; 20% Health heal (4) 40 AD; 50% Health heal
This trait is active only when you have exactly 1 or 4 unique Mentor. Old Mentor.1:Allies gain the bonus Old Mentors 4: Mentors gain all bonuses and upgrade their abilities. Other allies gain nothing. Kobuko: 7% DR Udyr: 10% AD & AP Yasuo: 12% AS Ryze: +2 mana per attack
Gain The Mighty Mech. Mighty Mechs heal it for 10% of the damage they deal. Prismatic: Unlock the Mightiest Mech (3) The Mighty Mech arrives (5) Blade Protocol: Level 1 (7) Blade Protocol: Level 2 Each Mighty Mech champion's star level increases The Mighty Mech's power.
Choose which monster Lulu summons to replace her in combat! It gains XP after each combat and bonus XP for each takedown it participates in. When your Monster levels up, it gains 1% Health. At level 15 and 30 its spell evolves! Monster: Level XP To Next Level:
Twisted Fate upgrades the Crew Ship to deal 15% of it's damage as true damage and draws Bounty Cards each round that grant random rewards. Bounty Cards get better for each player combat. Current Bounty Card:
Gain 1/1/8 placeable plants, based on Zyra's star level. Plants in the front two rows grow into durable Grasping Roots, while plants in the back two rows grow into Deadly Spines. Rosemother plants benefit from Zyra's Ability Power and Attack Speed. When Zyra casts, her plant restores 50% Health and gains 50% Attack Speed for the rest of combat. If the plant is dead, she revives it instead.
Soul Fighters gain bonus Health, and gain Attack Damage and Ability Power every second up to 8 stacks. At max stacks, deal bonus true damage. Prismatic: Deal [99] damage to players. MAXIMUM SOUL POWER. (2) [value] Health, [value] AD & AP, +[value]% damage (4) [value] Health, [value] AD & AP, +[value]% damage (6) [value] Health, [value] AD & AP, +[value]% damage (8) [value] Health, [value] AD & AP, +[value]% damage
When you field Lee Sin, choose between Duelist Stance, Executioner Stance, and Juggernaut Stance! Each stance has a unique ability, and grants Lee Sin the associated trait.
Star Guardians have a unique Teamwork bonus that is granted to all Star Guardians. Every Star Guardian fielded increases the bonus!
The Cell who dealt the most damage last combat is Supreme. When the Supreme Cell dies, the Cell with the highest current damage becomes Supreme. Cells gain Damage Amp DA. The Supreme Cell gains more and executes enemies under 10% Health. (2) 5% DA | 10% DA (3) 15% DA | 25% DA (4) 25% DA | 40% DA. Gain a second Supreme
The Champs's victories against players grant 2 Poro-fans! On loss Poro-fans prevent 1 Tactician damage each, then you lose 75% of your fans (rounded up). Poro Fanbase: @TFTUnitProperty.trait:TFT15_Trait_ElTigre_NumPoros@
Crew champions gain 6% Health & AS for each Crew member fielded. Every 3-star Crew champion grants an additional bonus. (1x : +1 XP per reroll, and Crew unit odds never drop with player level. (2x: +1 free reroll / round. (3x : Deal 280 damage to fire a rocket dealing 110. (4x : Fire rockets 2.50% more often per player level. (5x : Fire the Planet Cracker.
Every 5 seconds, the Shadow Realm strikes the 3 closest enemies, dealing total magic damage equal to a portion of damage dealt by Wraiths since the last trigger. Your lowest health Wraith heals for 18% of damage dealt by Wraiths and the Shadow Realm. (2) 18% damage. (4) 35% damage. (6) 55% damage.
Your team gains 10 Armor and Magic Resist. Bastions gain more, and the value doubles in the first 10 seconds of combat. (2) 18 Armor & MR (4) 36 Armor & MR (6) 70 Armor & MR; Non-Bastions gain an additional 25 Armor & MR.
Duelists gain Attack Speed on each attack, stacking up to 12 times. (2) 4% AS (4) 7% AS (6) 10% AS; Duelists gain 12% DR
Edgelords gain Omnivamp and AD. They also have 40% Attack Speed while attacking enemies under 50% of their Health. (2) 10% SV, 15% AD (4) 12% SV, 35% AD (6) 15% SV, 60% AD
Executioners gain Critical Strike Chance and their spells can critically strike. (2) 25% Crit; 10% CritMult (3) 35% Crit; 12% CritMult (4) 45% Crit; 15% CritMult (5) 55% Crit; 20% CritMult
Your team gains 100 Health. Heavyweights gain additional bonus Health, and Attack Damage equal to a percentage of their Health. (2) 20% Health | 0.20% Health to AD (4) 40% Health | 0.40% Health to AD (6) 55% Health | 0.60% Health to AD
Juggernauts gain Durability, increased above 50% health. When a Juggernaut dies, other Juggernauts heal for 10% of their max Health. (2) 15% or 25% DR (4) 20% or 35% DR (6) 25% or 40% DR
Your team gains Mana Regen. Prodigies gain more. (2) 1 %i:TFTManaRegen% | 3 %i:TFTManaRegen% (3) 2 %i:TFTManaRegen% | 5 %i:TFTManaRegen% (4) 3 %i:TFTManaRegen% | 7 %i:TFTManaRegen% (5) 4 %i:TFTManaRegen% | 9 %i:TFTManaRegen% | Prodigy abilities heal an ally for 12% of the damage dealt.
Units gain 5% Durability while shielded. Once per combat at 50% Health, Protectors shield themselves and their closest ally for a percent of their maximum Health. Shields stack. (2) 20% Health shield (4) 40% Health shield (6) 60% Health shield
Snipers gain Damage Amp, increased against targets farther away. (2) 10% DA; +4% DA per hex (3) 15% DA; +6% DA per hex (4) 25% DA; +9% DA per hex (5) 30% DA; +12% DA per hex
Sorcerers gain bonus Ability Power. When an enemy dies after being damaged by a Sorcerer, they deal a percentage of that enemy's maximum Health to another enemy. (2) 20 AP; 8% max Health (4) 50 AP; 10% max Health (6) 80 AP; 12% max Health to 2 enemies
Combat Start: Allies in the front 2 rows gain a shield for 15 seconds. Allies in the back 2 rows gain Damage Amp. Strategists gain triple. (2) 150 Shield; 5% DA (3) 250 Shield; 8% DA (4) 400 Shield; 12% DA (5) 500 Shield; 15% DA
Heal 100/105/110 + 0.04 (AP & Health) and deal 110/165/250 + 30/45/70 (AD & AP) physical damage to the current target. Healing and damage are increased by up to 1% based on Aatrox's missing health.
Fire a blast at the current target, dealing 220/330/550 (AP) magic damage and 110/165/275 (AD) physical damage.
Heal 0.06 + 330/360/390 (Health & AP) and deal 0.1 + 80/100/125 (Health & AD) physical damage to the target.
Passive: Gain 0.08 (AP) for each attack against the same target, up to 0.08 (AP). Active: For 6 seconds, gain 0.9% Attack Damage and grant two nearby allies 0.2/0.25/0.35% Attack Damage, prioritizing Attack champions.
Hearl a spear at the farthest enemy, dealing 400/600/900 + 60/90/135 (AD) physical damage to the first enemy hit. If the enemy dies the spear continues, dealing overkill damage to the next enemy hit.
Passive: Attacks deal 30/45/70 (AP) bonus magic damage. Gain additional power based on your Tactician level. Level 6: Every 3rd attack launches a wave that deals 60/90/140 (AP) magic damage and 20% shreds enemies for 3 seconds. Level 9: Every attack launches a wave. Waves travel farther. Shred: Reduce Magic Resist
Heal 0.05 (Health & AP), then deal 130/195/300 (AP) magic damage to the 2 nearest enemies and stun them for 1 seconds.
Fire 4 shots towards the target. Each deals 80/120/180 (AP) magic damage to the first enemy hit. For each miss, restore 10 mana.
Passive: Gain 0.25% more Armor. Active: Deal 3/4.5/6.75 + 40/60/90 (Armor & AP) physical damage to enemies in a cone.
Gain 100/120/150 (AP) shield for 2 seconds, then deal 155/235/355 (AD) physical damage to the target.
Deal 130/195/295 (AP) magic damage in a short line through the target, then reduce damage taken by 20/30/45 (AP) for 4 seconds.
Launch a returning blade 2-hexes through the current target. It deals 160/240/360 + 20/30/45 (AD & AP) physical damage to enemies hit, reduced by 0.4% per hit.
Deal 230/345/520 (AP) magic damage to the target and reduces their Magic Resist by 10.
Heal 240/280/350 (AP) and deal 100/150/225 (AP & Health) magic damage to enemies within a 1-hex radius.
Passive: Every 7 seconds the next attack deals 0.08 + 50/75/125 (AD & Health) bonus physical damage. Active: Gain 300/350/400 (AP) maximum health over 1.5 seconds and immediately trigger the passive.
Deal 375/565/875 (AD) physical damage to the lowest health enemy within (Range) hexes. If the target dies, 40 + 0% AP change to gain 1 gold. Gold Earned:
Grant 80/100/125 (AP) shield to the 2 lowest Health allies for 4 seconds and fire butterflies dealing [damagetotal] (AP) magic damage split between the 2 closest enemies.
Passive: Attack Speed is always 0.75/0.75/0.85. Convert 1% bonus Attack Speed into 0.8% Attack Damage. Every fourth attack is enhanced to deal 180/270/415 + 30/45/70 (AD) physical damage.
Passive: Kills grant 1% permanent Attack Damage Active: Fire 8 missiles divided between the target and nearby enemies. Each missile deals 30/45/70 + 6/8/14 (AD & AP) physical damage.
Blink to the enemy with the lowest health within 3 hexes and deal 110/165/255 (AP) magic damage to enemies in a 1-hex radius.
Gain 325/375/450 (AP) Shield for 3 seconds. The next attack deals 0.18 (AD & Health) bonus physical damage and stuns for 1.75 seconds.
Fire an energy ball towards the largest group of enemies containing the target. On arrival, 20% shred enemies in a 1-hex radius for 5 seconds and deal 205/310/480 (AP) magic damage split between them plus 70/105/165 (AP) magic damage to each.
Heal 300/350/450 (AP) and deal 80/120/180 (AP) magic damage to the 3 closest enemies.
Shield 400/475/575 (AP) for 4 seconds. The next 3 attacks deal 0.8/1.2/1.85 (MR) bonus true damage.
Passive: Gain 2 Armor & MR for each component equipped to your team. Active: Heal 200/250/300 (AP), deal 150/225/350 (AD) physical damage in a 1-hex radius centered on the target, and 0.2% Sunder enemies hit for 4 seconds. Sunder: Reduce Armor
Gain 0.8 (AP) attack speed for 3 attacks. These attacks deal 40/60/95 (AD) bonus physical damage to the target and 2 nearby enemies
Heal 275/325/400 (AP), deal 100/150/235 (AD) physical damage to enemies in a 2-hex radius, and mark the current target. For 3 seconds, take 40% reduced damage from unmarked enemies.
Deal 390/585/935 (AP) magic damage to the current target, increased up to 0.75% based on the target's missing health. If the target dies, deal 0.8% of overkill damage split between the 2 closest enemies, plus 40/60/95 (AP) magic damage per target.
Fire a bullet at the farthest enemy, dealing 340/510/815 + 30/45/70 (AD & AP) physical damage to the first target hit. The bullet bounces to a nearby enemy, dealing 90/135/210 (AD) physical damage.
Heal 110/170/225 (AP), then deal 260/390/605 (AD) physical damage to the current target, increased by 0.6% against Tanks. If the target dies, immediately recast dealing 0.75% damage.
Deal 160/240/365 + 20/30/50 (AD & AP) physical damage to enemies in a 1-hex radius centered on the target.
Passive: Gain 1 AP per Monster Trainer level Active: The next attack deals 60/90/145 (AP) bonus magic damage to the target and the 2 closest enemies, then 30% Shred and Sunder them for 4 seconds. Level 15: On-cast, gain 0.1% Attack Speed for the rest of combat. Level 30: Gain infinite range and increase Attack Speed bonuses by 0.15%. Max Attack Speed is now 6.
Field Lulu to choose a monster to train! Each monster has unique abilities.
Infect the closest 1 uninfected targets, dealing 520/780/1300 (AP) magic damage over 15 seconds. If an infected target dies, the infection spreads to the nearest uninfected target for any remaining time.
Gain 0.35/0.35/0.4% Durability and heal 300/350/450 (AP) over 2 seconds, then deal 120/180/290 (AP) magic damage to enemies in a 2-hex radius.
Passive: Gain 1 Armor & MR per Monster Trainer level Active: Gain 400/500/600 (AP) Shield for 4 seconds. When it breaks, deal 0.7/1.05/1.7 + 0.7/1.05/1.7 (Armor & MR) magic damage to the nearest 3 enemies and stun them for 1 second. Level 15: On cast, leap to the largest group within 2 hexes and taunt enemies. Gain 10/15/20 (AP) max Health per enemy taunted. Level 30: Gain an additional 1 Armor Armor and MR Magic Resist per Trainer level. Increase the stun to 1.5 seconds.
Over 1 second, deal 240/360/575 (AD & AP) physical damage in a line through the current target. Enemies after the first take [secondarydamage] (AD) instead. When no targets are left, regain mana based on the time remaining.
Passive: Gain 0.01% AD per Monster Trainer level. Damage Burns and Wounds for 5 seconds. Active: Deal 400/600/960 (AD) physical damage to the target, and 50/75/120 (AP) magic damage to the 3 nearest targets. Level 15: Every 2 casts, fire a second blast at the next closest enemy, dealing 0.75% damage. Level 30: Ignore 0.5% of the target's Armor. Reduce max mana by 10.
Gain 0.1 (Health & AP) max Health, then deal 25/35/55 (AP) magic damage every second to enemies in a 2-hex radius. Subsequent casts heal 0.1 (Health) and increase the damage by 6/9/14 (AP).
Make 3 rapid attacks. Each heals Udyr for 180/230/280 (AP) and deals 35/50/80 (AD) additional damage to enemies in a 1-hex radius.
Passive: Attacks deal 1 + 30/45/70 magic damage. Active: The next three attacks unleash a devastating combo. Pommel Bash: Deal 100/150/235 (AP) magic damage. Rising Slash: Deal 100/150/235 (AP) magic damage and briefly knock the target up. Falling Slash: Deal 210/315/490 (AP) magic damage.
Deal 160/240/385 + 40/60/100 (AD) physical damage to the 3 closest enemies.
Passive: Attacks are bouncing bombs that deal 1 + 40/60/95 (AP & %i:TFTBaseAD%) magic damage to the first enemy hit. Active: Deal 200/300/465 (AP) magic damage in a 1-hex radius centered on the target.
Mark the farthest unmarked target within 4 hexes, then dash through all marked enemies in order. Each dash deals 100/150/500 (AP) magic damage to its target and 70/105/500 (AP) magic damage to other enemies hit.
The next 8 attacks fire bonus arrows dealing [totaldamage] (AD & AS) physical damage split between the target and up to two random enemies within 2 hexes.
Gain 400/450/2000 (AP & Health) Shield for 4 seconds, then slam into a group of enemies, dealing 100/150/2000 (AP) magic damage to enemies within a 2 hex radius and stunning them for 1.5/1.75/8 seconds.
Passive: Attacks grant 6/6/12% (AP) stacking Attack Speed, up to 60/60/120% (AP). Critical strikes instead grant 9/9/18% (AP). Active: Deal 280/420/1260 (AD) physical damage to the target and 700/1050/3200 (AD) physical damage split across a 2-hex radius centered on the target.
Passive (ALL OUT): On first death instead heal to full, gain 1% Attack Speed, convert 0.5% of Armor and Magic Resist into Attack Damage, and set max mana to 30. Then dash through the target and briefly stun them. While ALL OUT, lose 0.06/0.06/0.01% Health each second and heal 0.3 (Health) on kill. Active: Gain (AP) Durability for 3 seconds, then deal 1.2/1.8/1.2 + 1.2/1.8/1.2 (Armor & MR) physical damage to the target. Active (ALL OUT): . Deal 350/525/1500 (AD) physical damage to the target.
Fire an energy disc that deals continuous damage in a 1-hex radius centered on the target. The disc vanishes after dealing 1000/1500/5000 (AP) total magic damage.
Shield for 480/580/2000 (AP) for 4 seconds and deal 0.5/0.75/5 + 0.5/0.75/5 (Armor & MR) magic damage to enemies in a 2-hex radius.
Gain 500/575/2500 (AP) Shield for 4 seconds. When it breaks, deal 200/300/2000 + 0.1/0.1/0.3 (Health & AD) physical damage to the target and 60/90/600 + 0.05/0.05/0.15 (Health & AD) physical damage to other enemies in a 1-hex radius centered on the target. The target is stunned for 0.5/0.5/8-[maxstunduration] seconds based on how long the shield held, and other enemies are briefly stunned.
Deal 800/1200/5000 (AP) magic damage to the target over 3 seconds. Enemies in a 1-hex radius around the target take 135/205/650 (AP) over the same duration.
Passive: After casting, gain 1 Style and 0.05% Omnivamp, up of 4 stacks. At max stacks, the next cast is Inner Arsenal Unleashed. Soul Shot: Deal 90/135/500 (AD) physical damage to the target and dash a short distance. Inner Arsenal Unleashed: Double the passive bonus and leap to a nearby group of enemies, dealing 310/465/1500 + 50/75/225 (AD & AP) to all enemies in a 2-hex radius. Reset your Style to 0.
Over a short duration, heal 275/350/1500 + 0.1 (Health & AP) and deal 140/210/2000 (AD) physical damage to the target. Then, deal 120/180/750 (Health & AD) physical damage in a cone. Enemies in the center line take [modifiedtruedamage] more physical damage, increased based on healing received this combat.
Passive: Every 4th attack deals 90/135/500 (AD) physical damage in a 1-hex radius centered on the target. When changing targets, immediately slam for 1.5% damage. Active: For 5 seconds gain 0.99/0.99/3 Attack Speed, 0.1/0.1/0.25% (AP) Omnivamp, and crowd control immunity.
Launch [modifiednumpages] pages dealing 30/45/150 (AP) magic damage each, split between the target and enemies within 2 hexes. Subsequent casts add +5 pages.
Stun the target and spin them around for 1.5 seconds, dealing 450/675/9001 (AD) physical damage to the target and 250/375/4501 (AD) to other enemies in a 2-hex radius. Then throw the target forward, dealing 100/150/2000 (AD) in a 1-hex area around the target. If the target drops below 0 + 0.18 (AP) health, throw them off the board instead.
Passive: Attacks deal 30/45/400 (AP) magic damage in a cone. Every 3rd cast is Rip the Threads Soul Stitch: Fire 3 needles through the board, dealing 35/55/1000 (AP) magic damage to enemies hit and leaving threads behind. Rip The Threads: Deal 350/525/9999 (AP) split between all enemies and 90/135/9001 (AP) bonus magic damage to each. Enemies near at least one thread take 0.1% more damage.
Field Lee Sin to choose a stance! Each stance has a unique ability, and grants Lee Sin a bonus trait. Choose from Executioner, Duelist, or Juggernaut.
Passive: Ultimate Friendship Bomb's damage scales on Power of Friendship, which is based on all of your team's bonus stats (AD & AP & Armor & MR & AS & Crit & CritMult & Health). Stats on Seraphine contribute more. Active: Fire a friendship bomb towards the largest group of enemies within [modifiedcastrange] (Range) hexes, dealing (Power of Friendship) magic damage in a 2-hex radius.
Passive: Attacks bounce between 3 enemies, dealing 25/40/200 (AP) bonus magic damage and marking the target. Attacks deal 0.3% reduced damage per hit. Active: Deal 80/120/1500 (AD) physical damage to the 4/4/20 enemies, and detonate their marks for 20/30/500 (AP) magic damage each.
Passive: Gain mana when units die. Enemies grant 5, allies 3. Active: Fire 3 + 2 (AS) piercing arrows per second at random enemies until Varus is out of mana. Each arrow costs 12/12/6 mana and deals 100/150/1000 (AD & AP) physical damage, reduced by 0.35% per hit.
Passive: Attacks grant 0.05/0.05/0.25% stacking Attack Speed and Movement Speed, and alternate between dealing 30/45/400 (AD) bonus true damage and 90/135/999 (AP) bonus magic damage. Active: Send an echo towards the two furthest enemies, dealing 175/260/9999 (AD) physical damage and briefly knocking up enemies hit.
Summon 4/4/20 untargetable Thornspitters that deal 100/150/999 (AP) per attack and attack 4 times. Non-plant allies gain 0.4/0.6/9.99 + 0.4 (AP) Attack Speed decaying over 4 seconds.