


NEW MECHANIC
The Realm of the Gods
The Realm of the Gods is a celestial marketplace that showcases the Gods' offerings to players, replacing TFT's traditional carousel this set. At the beginning of every game, 2 gods are randomly selected and travel to the Realm of the Gods to tempt the player and provide rewards.
God Realm rounds occur on Round 4 of Stages 2-4, where players are taken to the God Realm (similar to carousel)
Reward Selection: 3 gods offer rewards - side gods are randomly selected at game start and stay fixed, middle is always "Penguin Knight". Players choose 1 of 2 side god rewards, then 1 of 3 penguin rewards
God Alignment: Choose the same god twice to make them your "Patron God"
God's Treasure: Stage 4-7 (replaces PvE rounds), Patron God provides exclusive rewards, refreshable with gold
Choose Your God









NEW UNITS
Units
1 Cost

N.O.V.A.
Bastion
700
50
0.60
45
45
1
Stellar Slash
30/90Heal , then deal physical damage to the current target. N.O.V.A. Strike: Cleave the battlefield, briefly knocking up all enemies and dealing physical damage.

Anima
Primordian
Rogue
650
40
0.75
35
35
1
Fish Frenzy
0/40Passive: For every 1% missing Health, gain %
Attack Speed
Active: Deal physical damage to the target, increased by 50% if they're a tank.

N.O.V.A.
Fateweaver
500
65
0.55
15
15
4
Aim For The Head
0/0Passive: Attacks have a 15% Lucky chance to fire an empowered Headshot, dealing physical damage. N.O.V.A. Strike: Mark all enemies, increasing damage taken by 10%. The first time marked targets drop below 50% Health, Headshot them for physical damage. Lucky: Check twice and take the better outcome.

Dark Star
Brawler
650
45
0.60
40
40
1
Accretion
30/70Deal magic damage to the lowest Health enemy in range and permanently gain 12/18/33 maximum Health. If this kills them, permanently gain 25/35/65 maximum Health instead.

Timebreaker
Sniper
450
40
0.70
15
15
6
Temporal Shot
0/30Active: Fire a blast at the current target that deals physical damage. Every 8 takedowns, gain a drone that deals physical damage to the current target on cast.

Arbiter
Vanguard
700
50
0.60
45
45
1
Shield of Daybreak
40/100Gain Shield for 4 seconds. Bash the current target, dealing magic damage and stunning them for 1.75/1.75/2 seconds.

Dark Star
Shepherd
Replicator
450
30
0.70
15
15
4
Dark Matter
0/30Hurl a shard towards the current target, dealing magic damage to the first target it hits. After hitting its initial target or at its final destination, the dagger explodes dealing magic damage to nearby targets.

Space Groove
Vanguard
700
40
0.65
45
45
1
Groovin' Susan
60/120Transform for 6 seconds, temporarily gaining max Health, entering The Groove, and dealing magic damage to adjacent enemies each second.

Meeple
Bastion
700
60
0.65
45
45
1
Huddle Up!
30/100Gain Shield for 4 seconds. For the duration, allies within two hexes gain Armor and Magic Resistance. Meep Bonus: or Meeps grant Shield to the nearest allies for 4 seconds.

Primordian
Brawler
700
50
0.60
45
45
1
Upheaval
40/100Heal , then briefly knock up adjacent enemies and deal magic damage.

Stargazer
Rogue
650
35
0.80
35
35
1
Diviner's Judgment
0/30Stab the target, causing them to bleed for physical damage over 18 seconds. After the attack, leap to the highest percent Health enemy within 3 hexes.

Space Groove
Shepherd
450
15
0.70
15
15
4
Double Time
0/50Passive: Attacks deal bonus magic damage and an additional stacking magic damage over 6 seconds. While an enemy has 5 or more stacks, Teemo is in The Groove. Active: Gain 150% Attack Speed for 3 attacks.

Stargazer
Fateweaver
500
30
0.70
15
15
4
Fate's Gambit
0/50Draw a card with a value between 1 and 9 by Lucky chance, then throw it at the target. Based on the card drawn, deal between and magic damage. Overkill damage bounces to the nearest enemy. 3-Star Bonus: If a 9 is thrown, generate 1 gold. Lucky: Check twice and take the better outcome.

Meeple
Replicator
500
30
0.70
15
15
4
Meepteor Shower
10/50Call down a Meepteor on the target that deals magic damage. Meep Bonus: or An additional mini Meepteor are called down on nearby targets dealing magic damage each.
2 Cost

N.O.V.A.
Marauder
750
45
0.80
50
50
1
Star Strike
0/30Reposition next to the target to strike the most enemies. Then throw 5 piercing kunai, each dealing physical damage to the first enemy hit, reduced to for each subsequent target. Kunai remove 1 Armor, 2 if they crit. N.O.V.A. Strike: Slice all enemies, applying Wound and a bleed that deals physical damage each second. Kunai increase the damage of the bleed by 10%.

Primordian
Challenger
Marauder
750
47
0.75
45
45
2
Tidal Slashes
0/50Unleash a flurry of slashes at the current target over 2 seconds, dealing physical damage each.

Meeple
Sniper
550
45
0.70
20
20
6
Slingshot Maneuver
0/5Passive: Every 5th attack, launch a returning boomerang at the target that travels two hexes past the first enemy it hits. It deals physical damage, reduced by 75% per hit. Meep Bonus: or Meeps attack alongside Gnar, dealing physical damage per second.

Psionic
Brawler
950
50
0.60
45
45
1
Chemical Rage
30/80Heal over 2 seconds. Then, deal magic damage to target and enemies adjacent to them and 30% Chill them for 2 seconds.

Space Groove
Rogue
750
50
0.85
45
45
2
Dance n' Dice
0/30Passive: Attacks deal magic damage. Gwen is in The Groove while targeting an enemy below 40% Health. Active: Dash to a nearby hex to snip the lowest percent Health enemy, dealing magic damage to the target and magic damage to enemies in a cone. If this kills, dash and snip again at 65% damage!

Meeple
Shepherd
Voyager
950
65
0.55
45
45
1
Meep Impact
50/100Heal Health over 3 seconds. Slam the target, dealing magic damage and knocking up for 1.5/1.75/2 seconds. The impact creates meepwaves that deal 50% of these effects in the target's row. Meep Bonus: or Meeps water Meepsie's flower, increasing all incoming Healing and Shielding by .

Stargazer
Bastion
950
50
0.65
45
45
1
Counter Star-ike
10/70Enter a defensive stance for 3 seconds, reducing incoming damage by and gaining Shield. When the stance ends, strike all nearby enemies, dealing magic damage and Stunning them for 1/1.25/1.5 second(s).

Anima
Challenger
550
55
0.75
20
20
4
Explosive Attitude
20/80Fire a barrage of rockets in a cone, each dealing physical damage to the first target hit.

Timebreaker
Fateweaver
550
30
0.70
20
20
4
Mega Time Kick
0/30Kick a ball at the current target that deals magic damage. On impact, the ball has a 100% Lucky chance to bounce to a new target dealing magic damage. These bounces can trigger additional bounces, but the odds halve with each bounce. Lucky: Check twice and take the better outcome.

Dark Star
Conduit
Vanguard
950
40
0.60
45
45
1
Indestructible
40/100Gain Shield. Each second for the next 4 seconds, gain more Shield and deal magic damage to adjacent enemies. When this ability ends, consume the remaining Shield and heal for 40% of its value.

Timebreaker
Brawler
Replicator
900
50
0.60
45
45
1
Advanced Defences
20/80Gain Shield and 15% Durability for 4 seconds. Over the duration, deal physical damage each second to enemies in a cone.

Psionic
Voyager
700
45
0.80
45
45
1
Marked for Death
0/40Reposition up to one hex to throw a harpoon at the furthest enemy. The harpoon pulls the first enemy hit one hex forward and deals physical damage. Then, teleport behind them and cleave, dealing physical damage to them and physical damage to nearby enemies.

Arbiter
Conduit
550
30
0.70
20
20
4
Paddle Star
0/50Fire a paddle star at the current target, dealing magic damage to the first target hit and to others it passes through. When the missile reaches its destination, redirect it to a distant enemy, increasing its speed and repeating the damage. This redirect can occur 4 times.
3 Cost

Anima
Voyager
700
30
0.80
25
25
4
Hopped-Up Hacks
20/80Open a 2 hex rift containing the target, Hacking enemies within for 4 seconds and dealing magic damage to each, plus magic damage split between all enemies hit. 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.

Arbiter
Challenger
850
—
0.80
50
50
1
Pale Cascade
0/50Passive: Attacks deal bonus magic damage. Active: Gain Shield and summon 3 encircling orbs for 3 seconds. Orbs deal magic damage to enemies they pass through, and rotate faster based on Attack Speed.

Meeple
Rogue
850
30
0.85
55
55
1
Meep Bait
0/20Dash through the current target, dealing magic damage. Every third cast also summons a Mega Meep after a delay, briefly knocking the target up and dealing magic damage. Adjacent enemies take 50% damage. Meep Bonus: or Add Meep to the bait, increasing Mega Meep damage by .

Anima
Vanguard
Shepherd
1100
50
0.65
50
50
1
Test of Spirit
40/100Gain Shield for 3 seconds. Over the duration, drain Health from the nearest 3 enemies. Then slam down, dealing magic damage to all enemies within 2 hexes.

Dark Star
Rogue
650
45
0.80
25
25
4
Bullet Cluster
0/50Passive: On takedown, gain 10 mana. Active: Fire 16 missiles in a 2-hex radius around the current target, dealing physical damage each.

Stargazer
Replicator
650
30
0.75
25
25
4
It's Raining Stars
0/60Passive: Gain a different secondary effect each game based on the Stargazer constellation. Active: Call down something from the sky, dealing magic damage to 3 nearby enemies and do some special effect based on this game's Stargazer Constellation.

N.O.V.A.
Brawler
1100
60
0.60
40
40
1
Grasp of Convergence
30/100Passive: Gain 40% more max Health from all sources. Active: Converge an X-shape of vines on the target, dealing magic damage to each enemy hit and Stunning them for 1.5/1.5/1.75 seconds. N.O.V.A. Strike: Send forth a wave of dragons that stun all enemies for 1.5/1.5/1.75 seconds. For the rest of combat, Maokai's attacks deal bonus physical damage.

Gun Goddess
650
50
0.75
30
30
6
Gun Goddess Arsenal
0/100Field Miss Fortune to choose whether she activates Conduit Mode, Challenger Mode, or Replicator Mode. The chosen mode determines her ability and her trait.
Channeler Mode (0/70
): Channel a volley of bullets at the nearest two enemies for 2.5 seconds, each dealing physical damage per second.
Challenger Mode (0/30
): Fire a shot at the target that deals physical damage and ricochets to a nearby enemy, marking both. Enemies hit by the ricochet take 30% of the damage. This Ability does 50% more damage to marked enemies.
Replicator Mode (20/70
): Rain down bullets through a line of enemies, dealing physical damage to each one, reduced by 25% for each enemy hit.

Space Groove
Bastion
850
50
0.65
40
40
1
Disco Inferno
40/100Passive: On combat start, forge a temporary completed item. If 3 items are already equipped, a random completed item becomes Radiant this combat instead. Active: Gain Shield for 3 seconds, then breath fire in a cone dealing magic damage. After any Shield on Ornn expires, Ornn enters The Groove for 3 seconds.

Redeemer
1200
60
0.65
60
60
1
Divine Scythe
30/90Gain 20% Durability for 2 seconds, healing over the duration. Afterwards, slash forward in a line, dealing physical damage to enemies hit and knocking them up for 1 second.

Space Groove
Sniper
650
50
0.75
25
25
6
Jump and Jive
0/60Passive: Whenever an enemy is knocked up, shoot them, dealing physical damage and entering The Groove for 3 seconds. Active: Unleash a volley of bullets at the target, dealing physical damage and knocking up for 1.25 seconds.

Mecha
Brawler
Marauder
600
60
0.80
45
45
2
Unstoppable Dreadnought
0/50Passive - Proximity Blast: Whenever an enemy enters a 2
hex radius, fire a blast in a cone towards the closest adjacent hex that deals physical damage with 30% falloff per hex. Each adjacent hex has a 5 second cooldown, and starts combat on cooldown.
Active: Gain Shield for 3 seconds and reposition up to one hex to maximize the number of targets within Proximity Blast's radius. Reset Proximity Blast's cooldowns.
Ultimate Form Passive - Mortar Rounds: Attacks are 50% slower and generate double mana. They deal physical damage, plus 20% to adjacent enemies.

Psionic
Conduit
650
30
0.80
25
25
4
Psionic Storm
20/80Channel a one-hex psionic storm that follows enemies for 4 seconds. Each second, it grows larger and deals magic damage to enemies within, reduced by 60% per hex from the epicenter.
4 Cost

Mecha
Conduit
850
30
0.75
30
30
6
Deathbeam
15/75Channel a deathbeam in a line towards the current target for 3 seconds. It deals magic damage per second, reduced by 60% per enemy it passes through. Deathbeam ignores 30% of the enemy's Magic Resist. [Ultimate Form] Mobilize the Fleet: Passive: Fly around the battlefield immune to crowd control. Every 0.75 seconds, gain Mana and launch a fighter that deals magic damage to a nearby enemy. Active: Gain 600/750/3000 Shield and activate Overdrive for 3 seconds. While in Overdrive gain 100% movement speed, launch 3/3/6 times as many fighters, and ignore 30% of enemy Magic Resistance.

Meeple
Fateweaver
850
45
0.80
30
30
4
Asteroid Blaster
0/60Strafe to a nearby position, unleashing 21 missiles split between the target and all enemies within two hexes. Missiles deal physical damage with a 20% Lucky chance of firing a mega missile that deals instead. Meep Bonus: or Every seconds, launch an Explosive Meep at the target, dealing physical damage in a one hex radius on impact. Lucky: Check twice and take the better outcome.

Mecha
Voyager
1300
70
0.65
60
60
1
Gravity Matrix
40/100Enter a defensive stance for 4 seconds gaining 20/20/90% Durability. While in the defensive stance, attract nearby enemy projectiles and heal over the duration. When this ends, release a shockwave that deals as physical damage in a 2-hex range. [Ultimate Form]: As the stance ends, deal physical damage in a 2-hex range. Then slam down in a line towards the current target, dealing physical damage to all enemies hit, and creating a shockwave that deals physical damage in a 2-hex range.

Dark Star
Voyager
850
40
0.75
30
30
4
Singularity
10/55Gather the force of a black hole, dealing magic damage split between the target and the 2/2/4 closest enemies to them. The target takes an additional magic damage.

N.O.V.A.
Challenger
850
55
0.80
30
30
6
Cosmic Pursuit
0/40Passive: Attacks and Abilities mark the target. When an enemy reaches 3 marks, Wolf consumes the marks, dealing physical damage. Active: Jump up to 1 hex away and fire arrows at the nearest 3/3/5 targets, each dealing physical damage. N.O.V.A. Strike: Gain 5% Damage Amp. Now and every 5 seconds after, add a mark to all enemies.

Arbiter
Shepherd
850
0
0.80
30
30
4
Fracture Reality
0/40Passive: Attacks deal magic damage instead. Active: Summon 5 clones that attack alongside for 5 attacks, dealing 25/25/150% damage. For their final attack, clones fire a bolt that deals magic damage.

Psionic
Marauder
1100
60
0.85
65
65
1
Psi Strikes
30/70Passive: Every third attack is a doubleslash that deals bonus physical damage. Active: After brief meditation, enter a Psi-State for 5 seconds, gaining 15% Omnivamp, 70% Attack Speed, and increased movement speed. Twice a second, fire a psychic projection at a random nearby enemy that deals physical damage

Space Groove
Replicator
850
40
0.80
30
30
4
Bubble Pop
25/70Toss a disco bubble at the target that deals split between enemies in a one hex radius. The explosion sends 3 globs towards nearby enemies that deal magic damage. On cast, Nami enters The Groove for 3 seconds.

Stargazer
Vanguard
1300
60
0.65
60
60
1
Calamity
40/145Gain Shield for 4 seconds. Summon an astrolabe to crash down on a nearby hex, dealing magic damage to enemies within 2 hexes. Then, push the astrolabe towards the end of the board, dealing magic damage. All enemies hit by the astrolabe are knocked up for 1.75/2/8 seconds.

Meeple
Bastion
1300
60
0.65
60
60
1
Gravitational Spin
30/100Gain shield for 4 seconds. Then, strike enemies in a three hex line, dealing magic damage. Meep Bonus: or Reduce the damage of incoming attacks by . After being attacked 20 times, deal magic damage in a two hex radius.

Timebreaker
Rogue
1100
0
0.85
60
60
1
Time Warp
0/20Passive: This Ability adapts to Attack Damage or Ability Power, whichever is higher. Attacks deal magic or physical damage. Active: Dash to a nearby hex, gaining Shield for 2 seconds and slashing adjacent enemies for magic or physical damage. Every third cast, leap into the air and launch a wave of energy that deals magic or physical damage to enemies in a line.

Oracle
Brawler
1300
75
0.50
60
60
1
Tounge Lash
50/120Passive: Once per combat after dropping below 35% Health, gain Shield for 4 seconds equal to 40% of healing received this combat. Active: Heal , then tongue lash all enemies within two hexes dealing magic damage.

Stargazer
Sniper
850
45
0.75
30
30
6
Stellar Ricochet
0/50Passive: Attacks bounce to strike 3/3/5 times, dealing 60/60/30% reduced damage per target hit and leaving a Feather behind the final target. Active: Gain 75% Attack Speed for 4 seconds. At the end, recall all Feathers split between the closest 3 enemies, dealing physical damage each.
5 Cost

Meeple
Conduit
900
30
0.85
40
40
4
Ultra Friendly Object
0/65Summon a flying saucer over the current target that lasts 4 seconds. Each second it deals magic damage to the target, plus magic damage split between all enemies within 1 hex. The saucer deals 30% increased damage to Tanks. If an enemy under the UFO dies, Bard has a 15/20/100% chance to abduct them and create a 1-star copy on your bench. Meep bonus: On combat start, grant the nearest Meeple allies an additional Meep.

Party Animal
Space Groove
Vanguard
1000
50
0.90
50
50
1
Party Crasher
20/100Passive: Every 2/2/0.5 seconds, call down a bolt on the highest Health nearby enemy that deals magic damage. Active: Summon a disco ball at the largest clump of enemies, then knock up the current target into it, dealing magic damage. They crash down into the disco ball, dealing magic damage in a three hex radius. Enter The Groove for 1 second per enemy hit.

Divine Duelist
Anima
Marauder
1200
80
0.90
65
65
1
Perfect Bladework
0/80Passive: Every 2 attacks, reveal a Vital on the target. If a Vital exists, dash to attack it dealing bonus true damage and heal for 15% of the damage dealt. Active: Reveal 6 Vitals on the target and quickly attack them all. If the target dies, remaining Vitals transfer to the nearest enemy. Upon striking the final Vital, create a two hex aura that heals allies within for over 5 seconds.

Factory New
900
60
0.70
40
40
4
Collateral Damage
0/60Passive: Attacks fire 5 projectiles in a cone that deal physical damage each. Active: Fire an explosive shell that deals physical damage to the target, and physical damage to adjacent enemies.

Dark Star
Eradicator
Sniper
900
80
0.90
40
40
6
Space Opera
0/44Passive: Jhin has a fixed attack speed of 0.9/0.9/1.4 and converts every 1% of bonus Attack Speed into 0.75 bonus Attack Damage. Active: Summon 4 spectral hands that fire alongside Jhin for the next 4 attacks. Each hand deals physical damage per shot. The final shots deal 244% more damage and pierce through the most enemies in a line, dealing 44% reduced damage per target hit.

Dark Lady
1000
50
0.90
50
50
2
Dark Form
20/60Passive: Heal for 20% of Ability damage. Active: Transform into Dark Form for 5 seconds, gaining Shield for the duration. While in Dark Form, tether the 3 nearest enemies, dealing magic damage per second to each one. At the end of the transfomation, deal magic damage to all tethered enemies.

Bulwark
Bastion
1200
50
0.90
65
65
1
Reality Tear
10/70Passive: On cast, attacks gain stacking bonus magic damage. Starting from the third cast, gain true damage instead. Active: Gain Shield for 3 seconds, then slice open a rift on the largest group of champions dealing the Passive's bonus damage to all enemies within. Enemies have their Attack Speed slowed by 50/50/999% while allies within gain 80/80/999% Attack Speed, both rapidly decaying over 3 seconds.

Commander
Psionic
Shepherd
900
35
0.90
40
40
4
Psionic Crush
0/25Hurl a chunk of magnetic debris at the nearest target without one, dealing magic damage and sticking it to them. If an enemy with debris dies, it passes to the nearest enemy without one. Every 5 casts, instead rip off all debris dealing magic damage, then crush all the debris onto the target, dealing magic damage and briefly stunning them.

Doomer
900
15
0.80
40
40
10
Lend Me a Hand, Shadow!
0/60Passive: Every time Vex attacks, Shadow strikes a nearby enemy, dealing magic damage. Whenever an enemy is struck 5 times by Shadow, Shadow strikes them again. Active: Shadow launches 3 empowered strikes, dealing magic damage instead.

Galaxy Hunter
1300
85
0.85
60
60
1
Quantum Clone
50/100Create 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.
NEW TRAITS
Traits
Origins
MeepleMeeple attract Meeps that empower Meeple abilities in meepy ways. They also gain bonus Health.


. Create a Cloning Slot on your bench. Gain gold and a 1-star copy of the champion placed there when cloning completes.
. SUMMON THE FOUR MEEPLORDS!
Space Groove
The Groove: 12%
+ 0.85% max
regen per Space Groove unit on your team.
Dark Star
.
StargazerStargazers chart a different constellation every game. Stargazers in empowered hexes gain various bonuses, starting at (3/5/7) units. More hexes reveal at each player level.
AnimaAfter 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.
N.O.V.A.Power Surge: Aatrox: Ally Damage 30% Shred and Sunder Caitlyn: Grant allies 20% Attack Speed Akali: Allies gain Precision Maokai: Allies heal 12% max Health Kindred: Shield the strongest Tank for 800 Emblem: Allies deal 10% stacking bonus true damage
PsionicGain Psionic items that can be equipped to any ally.





ArbiterScribe a unique divine law, allowing you to choose an effect to apply to Arbiters when a chosen cause occurs.
FateweaverInnate: Fateweavers have Precision.
Timebreaker
MechaInnate: 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.

.
.
Primordian
Party AnimalOnce per combat, after falling below 45% percent Health, become untargetable and repair 15% max Health per second. Upon reaching full Health, or when no other allies remain, return to combat. If fully healed, for the rest of combat Blitzcrank is in The Groove and Party Crasher's passive fires bolts four times as fast.
Divine DuelistYour Tactician heals for 15% of player damage dealt from winning. Fiora always wins a one on one duel.
Factory NewAfter 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.
EradicatorEnemies have 10% less Armor and Magic Resist.
Gun GoddessWhen 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.
Dark LadyAllies take 5% less damage from abilities, increased to 10% while Morgana is in Dark Form.
Redeemer
BulwarkSummon a placeable relic. At the start of combat, it grants adjacent allies a 10% max Health shield and 10% Attack Speed.
Commander(1) Sona gives you a random Command Mod every 2 rounds which allows you to alter the way an ally behaves during combat. Command Mods last 2 player combats even if they are not equipped.
OracleEvery 3 rounds, Tahm Kench grants a reward!
DoomerCombat Start: Mark all enemies with Doom. The first time enemies are damaged each combat, their Doom is consumed, stealing 12% Attack Damage and Ability Power from them and granting it to your strongest Vex.
Galaxy HunterZed is obtained from the Invader Zed augment. While at least one clone is alive, Zed gains 40% bonus Attack Damage.
Classes
BrawlerYour team gains 5% Health. Brawlers gain more.
ReplicatorReplicator abilities occur a second time at reduced effectiveness.
RogueRogues 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.




ConduitInnate: Conduits gain 20% additional Mana from all sources. Your team gains Mana Regen, increased for Conduits.
| 3 
| 5 
| 7 
| 9 
BastionYour team gains 15 Armor and Magic Resist. Bastions gain more, and the value doubles in the first 10 seconds of combat.





; Non-Bastions gain an additional 20 
.
VanguardVanguards gain 5% Durability while Shielded. Combat start and 50% Health: Gain a max Health Shield for 10 seconds.
while Shielded
ShepherdShepherds summon the Bond of the Stars to aid them in battle.
ChallengerYour 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.




VoyagerCombat Start: Your Tanks gain a Shield for 15 seconds. Your other allies gain Damage Amp. Voyagers gain double.





MarauderYour team gains 5% Omnivamp. Marauders gain more Omnivamp, Attack Damage, and their Omnivamp overhealing is converted into Shield (up to 25% max Health.)
, 20% 
, 40% 
, 60%
.
SniperSnipers gain Damage Amp, increased against targets farther away.
; +2%
per hex
; +3%
per hex
; +4%
per hexNEW ITEMS
Items
Completed Items

+20
+3Gain an additional 15% Mana from all sources. The holder gains an additional bonus based on their Role: Tanks and Fighters: Gain 30 Armor and Magic Resistance. Other Roles: Gain 10% Attack Damage and Ability Power.

+30
+1Combat start: Gain 20% Ability Power every 5 seconds in combat.

+15%
+15
+20Once per combat at 40% Health, gain a 25% max Health Shield that lasts up to 5 seconds.

+15%
+15
+5Gain 10% additional Attack Damage and Ability Power from all sources.

+50Gain 6% max health. Take 5% reduced damage from attacks. When struck by any attack, deal 100 magic damage to all adjacent enemies. Cooldown: 2 seconds

+20
+100
+20Combat Start: Gain a 25% max Health Shield for 8 seconds. When the Shield expires, gain 25% Ability Power.

+55%
+10%Perfect peace and calm for the holder - and all who face it.

+60Gain 6% max health. Every 2 seconds, heal 2.5% max Health.

Your team gains +1 max team size. 10% chance to drop 1 gold when you win combat. "...the Heart of a hero..."

+25
+25
+1Combat Start: Gain 20 Mana. At 40% Health, gain 15 Mana and a Shield equal to 20% max Health.

+100
+25
+25Gain 10 Armor and 10 Magic Resist for each enemy targeting the holder.

+10%
+10
+15%
+20At 60% Health, briefly become untargetable, shed negative effects, and heal 30% missing health.

+10
+10%Gain 7% stacking Attack Speed every second.

+20%
+20
+1Heal the lowest percent Health ally for 20% of damage dealt.

+35%
+35%Gain Precision.

+15
+250
+3530% Shred enemies within 2 hexes. When enemies cast an Ability, deal magic damage equal to 150% of the Mana spent Shred: Reduce Magic Resist

+35
+35%Gain Precision.

+15%
+20%
+20%Damage from attacks and Abilities 30% Sunder the target for 3 seconds. This effect does not stack. Sunder: Reduce Armor

+15
+10%
+150
+20%Attacks grant 2 bonus Mana, increased to 4 if they critically strike.

+15%
+15
+15%
+15%Gain 15% additional Damage Amp against Tanks.
+20
+150
+1Attacks and Abilities deal 1% Burn and 33% Wound to enemies for 10 seconds. Burn: Deals a percent of the target's max Health as true damage every second Wound: Reduces healing received

+250
+20
+20%Gain 5% Durability. While above 50% Health, instead gain 15% Durability.

+10%
+150
+20%
+5%Critical Strikes grant 5% Damage Amp for 5 seconds, stacking up to 4 times.

+15%
+20
+20%Combat Start: Gain immunity to crowd control for 18 seconds. Gain 3% stacking Attack Speed every second.

+55
+15%This humble hat can help you make, or unmake, the world itself.

+45%
+6%Attacks and Abilities 1% Burn and 33% Wound enemies for 5 seconds. Burn: Deals a percent of the target's max Health as true damage every second Wound: Reduces healing received

+150
+20Gain 8% max Health. Every 2 seconds, deal 1% Burn and 33% Wound to an enemy within 2 hexes for 10 seconds. Burn: Deals a percent of the target's max Health as true damage every second Wound: Reduces healing received

+300
+2
+5%Regenerate 2% of missing Health each second.

+10%
+10%
+20Attacks grant 3.5% stacking Attack Damage, up to 15 attacks. After 15 attacks, gain 15% Attack Speed.

+15%
+15
+1Attacks grant 5 bonus Mana.

+250
+2030% Sunder enemies within 2 hexes. Gain 15 Armor and Magic Resist for the first 15 seconds of combat. Sunder: Reduce Armor

+35
+15%
+1Damage from attacks and Abilities 30% Shred the target for 5 seconds. This effect does not stack. Shred: Reduce Magic Resist

+40%
+300At 60% Health, gain a Shield equal to 50% of the wearer's maximum Health that rapidly decays over 4 seconds.

Your team gains +1 max team size. 10% chance to drop 1 gold after 10 seconds of combat. "...and a bit of Luck."

Your team gains +1 max team size. 10% chance to drop 1 gold when the holder dies. "Imbued with a Philosopher's wisdom..."

+150
+20%Each round: Equip 2 random items. [Consumes 3 item slots.]

+10%
+20Gain 2% Attack Damage and 2% Ability Power when attacking or taking damage, stacking up to 25 times. At full stacks, gain 10% Damage Amp and gain immunity to crowd control.

+1
+20%Gain 2 effects:15% Attack Damage and 15% Ability Power.12% Omnivamp. While above 50% health, double the Attack Damage and Ability Power. While below 50% Health, double the Omnivamp.

+500Gain 15% max Health.
Emblems

+250The holder gains the Anima trait.

+20%
+20
+20%
+300The holder gains the Psionic trait.

+20%The holder gains the Sniper trait and +1 Attack Range.

+30%The holder gains the Challenger trait. On takedown, the holder's next 3 attacks each heal for 5% of max health.

+20%The holder gains the Rogue trait. At 50% health, gain 40% Omnivamp and immunity to crowd control for 5 seconds.

+20
+20
+2The holder gains the Meeple trait and 1 additional Mana Regen per .

+300
+20%The holder gains the N.O.V.A. trait. N.O.V.A. Strike: Gain 45% Attack Speed and 40 Armor and Magic Resist. Other allies gain 10% Attack Speed and 20 Armor and Magic Resist.

+25%
+25The holder gains the Dark Star trait.

+20%
+20
+20The holder gains the Arbiter trait.

+20%
+20The holder gains the Voyager trait. Combat Start: Gain and grant adjacent allies bonuses based on the holder's role. - Tanks: 20 Armor and Magic Resist - Fighters/Assassins: 18% Omnivamp - Other Roles: 15% Attack Speed

+250The holder gains the Brawler trait. Attacks deals 3% of the holder's max health as magic damage.

+20%The holder gains the Marauder trait and has a 33% chance to drop 1 gold on kill.

+450The holder gains the Primordian trait.

+15%
+300The holder gains the Timebreaker trait.

+30
+30The holder gains the Bastion trait. After the first 10 seconds of combat, the holder gains 70% Attack Speed.

+150
+20
+20The holder gains the Vanguard trait. Gain 3% Ability Power whenever an ally gains a shield.

+3The holder gains the Space Groove trait. On cast, the holder enters The Groove for 3 seconds.

+25%
+25The holder gains the Stargazer trait.

+3The holder gains the Shepherd trait. On cast, grant 12% of max Mana to the Bond of the Stars.
Artifacts

+20
+4The holder is orbited by 3 foxfires. Each one deals 55
magic damage and the orbit expands to hit the holder's current target.
For every 20 Mana the holder spends, foxfires travel 5% faster for the rest of combat.

+25%
+25Total Ability damage is increased by 45%, but is dealt over 2 seconds instead.

+10%
+10
+40%When switching targets, blink to the next target. Attacks and Abilities execute the holder's target below 12% of their Health. Kills grant the holder 50% Attack Speed decaying over 3 seconds.

+15%
+15
+15%After 18 seconds of combat, this and all completed items on the holder become Radiant.

+100
+10%The first 2 times the holder drops below 50% Health, a Miracle occurs, healing them for 20% of their max Health. If the holder survives player combat, gain 1 player Health for each Miracle this combat.

+400
+25
+25After 6 seconds of combat, pull the leftmost benched unit onto the battlefield. While that unit lives, 20% of all damage the holder would take is redirected to them. Traits of champions flung onto the board do not become active

Combat Start: Your strongest Tank becomes the Soulmate. For each second they are alive, the holder gains 4% stacking Attack Damage and Ability Power. The Soulmate heals for 20% of damage the holder deals.

+30%
+10%Every 4 seconds, your next attack is a double attack.

+25%
+15%
+4050% of the damage the holder receives is instead dealt over 4 seconds as non-lethal damage. [Unique - only 1 per champion]

+30%
+30
+30%
+300
+30
+30Tons of EVERYTHING!

+40%
+20%Attacks and Abilities execute enemies below 12% of their maximum Health. Executions have a 33% chance to drop 1 gold. [Unique - only 1 per champion]

+25
+25
+25Once per combat at 40% Health, become invulnerable and untargetable for 3 seconds. [Unique - only 1 per champion]

+55%Grant
1% bonus Attack Speed per gold in your bank (up to 30 gold).
Each attack has a 6% chance to drop 1 gold.
[Unique - only 1 per champion]

+300Grants 1 Armor, 1 Magic Resist, and 8 Health when taking damage, stacking up to 35 times. At full stacks, grant 1 gold and continue gaining 1 gold every 11 seconds. [Unique - only 1 per champion]

+30%
+300If the holder is a Tank, regenerate 3-21% maximum Health every 2 seconds (based on stage). Otherwise, gain 10%
Attack Damage and
Ability Power every 2 seconds instead.
If the holder of this item dies, you instantly lose the fight.
You can remove this item by benching the holder.

+20%
+20
+20%
+3Gain 40% Damage Amp against targets 4 or more hexes away.

+60
+60Combat Start: If there are no adjacent allies, gain 400 Health, 10% Attack Damage, and 10% Ability Power.

+400
+50Every 2.5 seconds, steal 3 Armor from enemies within 1-hex and heal % of the holder's Armor. If Aegis of Dusk is also equipped, trigger this item's effect every 1.25 seconds instead. Healing increases based on Stage.

+400
+70Every 2.5 seconds, steal 3 Magic Resist from enemies within 1 hex and deal % of the holder's Magic Resist as magic damage. If Aegis of Dawn is also equipped, trigger this item's effect every 1.25 seconds instead. Damage increases based on Stage.

+60
+2Dealing magic damage reduces the target's Magic Resist by 4. If their Magic Resist is 0, grant the holder 2 Mana instead. Ability damage can only trigger on each enemy once every 0.5 seconds.

+25%
+25
+25%The holder dons a Hat on each takedown. The holder gains 1% Attack Damage and Ability Power per Hat. On death lose 20% of all Hats.

+20%
+20Reduce the holder's max Mana by 10. Subsequent spellcasts reduce max Mana by 10%, to a minimum of 10.

+40
+1Combat start: Form a pact with the highest Health allied champion, if they die, gain 10 Mana regen and 40% Ability Power. When the ally uses their ability, gain 15 Mana. Every 6 seconds, shield your ally for 200% of the holder's Ability Power.

+50%
+50%The holder's attacks target random enemies.

+20%
+150Attacks deal 3% of the holder's max Health as bonus physical damage. For every 1% missing Health, gain 1% Attack Speed.

+250
+20
+20
+2Stunning an enemy causes lightning to strike them, dealing 30% of their max Health as magic damage.

+55
+10%The holder's first attack after each Ability cast deals bonus magic damage. Damage increases based on Stage.

+55
+55Every 3 seconds, Shields the lowest percent Health ally for 70% of the holder's combined Armor and Magic Resist for 5 seconds. On death grants this shield to all allies.

+55%
+55100% of overkill damage plus 100 is dealt as magic damage to the three enemies nearest the target.

+65%Shrinks the holder, granting them increased movement speed and immunity to Slow, Burn, and Wound.

+10
+20%Attacks grant 5% stacking Attack Speed. Every 3 attacks also grant 2% Attack Damage and 2% Ability Power.

+35%
+300
+45%After killing a target, shed negative effects and dash to the farthest target within 4 hexes. The next 2 critical attacks deal 50% bonus Critical Strike Damage.

+65%Gain +1 Attack Range, increased by 1 whenever the holder kills an enemy.

+25
+10
+10Takedowns increase the holder's Armor, Magic Resist, and Ability Power by 20.

+140%
+80
+80Grants immunity to Stuns and the holder's attacks Stun the target for 0.8 seconds. The holder's Attack Speed is locked at 0.5.

+15
+50%Every 3rd attack deals 30 + 50% of the holder's Ability Power as additional magic damage to 4 enemies.

+20%
+20
+450
+120%After 22 seconds gain 100% max Health and 120% Damage Amp for the rest of combat.

+500
+20
+20The holder's Move Speed is drastically reduced. Gain 15% max Health, stun immunity, and pull the current target into melee range.

+20%
+20%
+300Attacks deal 4% of the holder's max Health plus 8% of their Attack Damage as bonus physical damage to the target and adjacent enemies.

+300
+10%Combat start: Store 30% max Health and 2.5% more every second. On death, unleash the stored Health as magic damage split between enemies within 4-hexes. [Unique - only 1 per champion]

+25%
+400
+20
+20Attacks deal bonus magic damage. Heals the holder for 30% of all magic damage dealt. Damage increases based on Stage.
Radiant

+40
+6Gain an additional 30% Mana from all sources. The wearer gains an additional bonus based on their Role: Tank/Fighter: Gain 80 Armor and Magic Resistance. Marksman/Caster: Gain 25% Attack Damage and Ability Power.

+60
+2Combat start: Gain 40% Ability Power every 5 seconds in combat.

+30%
+30
+40Once per combat: At 40% Health, gain a 50% max Health Shield that lasts up to 5 seconds.

+30%
+30
+10Gain 20% additional Attack Damage and Ability Power from all sources.

+100Gain 12% max health. Take 10% reduced damage from attacks. When struck by any attack, deal 200 magic damage to all adjacent enemies. Cooldown: 2 seconds

+40
+200
+40Combat Start: Gain a 50% max Health Shield for 8 seconds. When the Shield expires, gain 50% Ability Power.

+110%
+20%It glows in the presence of enemies. Or friends. Or anything alive, really.

+120Gain 22% max health. Every 2 seconds, heal 5% max Health.

+50
+50
+2Combat Start: Gain 40 Mana. At 40% Health, gain 30 Mana and a Shield equal to 40% max Health.

+300
+50
+60Gain 25 Armor and 25 Magic Resist for each enemy targeting the holder.

+30%
+30
+30%
+30%Gain 30% additional Damage Amp against Tanks.

+30%
+30
+30%
+40At 60% Health, briefly become untargetable, shed negative effects, and heal all missing health.

+20
+20%Gain 14% stacking Attack Speed every second.

+2
+40%Gain 2 effects:30% Attack Damage and 30% Ability Power.24% Omnivamp. While above 50% health, double the Attack Damage and Ability Power. While below 50% Health, double the Omnivamp.

+40%
+40
+2Heal the lowest percent Health ally for 40% of damage dealt.

+75%
+75%Gain Precision.

+30
+500
+7030% Shred enemies within 2 hexes. When enemies cast an Ability, deal magic damage equal to 300% of the Mana spent. [Direct damage item] Shred: Reduce Magic Resist

+75
+75%Gain Precision.

+45%
+40%
+40%Damage from attacks and Abilities 30% Sunder the target for the rest of combat. This effect does not stack. Sunder: Reduce Armor

+30
+20%
+300
+40%Attacks grant 4 bonus Mana, increased to 8 if they critically strike.
+40
+300
+2Attacks and Abilities deal 2% Burn and 33% Wound to enemies for 10 seconds. Burn: Deals a percent of the target's max Health as true damage every second Wound: Reduces healing received

+600
+40
+40%Gain 10% durability. While above 50% Health, instead gain 30% Durability.

+30%
+40
+40%Combat Start: Gain immunity to crowd control for 45 seconds. Gain 6% stacking Attack Speed every second.

+110
+50%It's witnessed - and unleashed - miracles and calamities both.

+90%
+6%Attacks and Abilities 2% Burn and 33% Wound enemies for 5 seconds. Burn: Deals a percent of the target's max Health as true damage every second Wound: Reduces healing received

+700
+4
+12%Regenerate 4% of missing Health each second.

+20%
+20%
+40Attacks grant 7% stacking Attack Damage, up to 15 attacks. After 15 attacks, gain 30% Attack Speed.

+30%
+30
+2Attacks grant 10 bonus Mana.

+500
+4030% Sunder enemies within 3 hexes. Gain 50 Armor and Magic Resist for the first 20 seconds of combat. Sunder: Reduce Armor

+75
+30%
+2Damage from attacks and Abilities 30% Shred the target for the rest of combat. This effect does not stack. Shred: Reduce Magic Resist

+80%
+600At 60% Health, gain a Shield equal to 100% of the wearer's maximum Health that rapidly decays over 6 seconds.

+300
+40Gain 16% max Health. Every 2 seconds, deal 2% Burn and 33% Wound to an enemy within 2 hexes for 10 seconds. Burn: Deals a percent of the target's max Health as true damage every second Wound: reduces healing received

+150
+20%Each round: Equip 2 random Radiant items. [Consumes 3 item slots.]

+20%
+40Gain 4% Attack Damage and 4% Ability Power when attacking or taking damage, stacking up to 25 times. At full stacks, gain 20% Damage Amp and gain immunity to crowd control.

+20%
+300
+40%
+10%Critical Strikes grant 10% Damage Amp for 5 seconds, stacking up to 4 times.

+1200Gain 30% max Health.
Anima Weapons

+150Combat start: Gain a 20% max Health shield.

+25Every 5 seconds, this item loses 5 Ability Power and gains 1 Mana Regen.

+15%
+30%Every 4 seconds, gain 30% Attack Speed for 4 seconds.

+15Every 3 seconds, fire a bolt at a random enemy in Attack Range, dealing @ProjectileDamage@ magic damage. Aurora Bonus: If this item is equipped on Aurora, she gains 9 Ability Power when the bolt hits. Damage increases based on Stage.

+10%
+3Every 30 Mana spent, fire a barrage of 4 rockets at the target, each dealing 30% physical damage. Jinx Bonus: If this item is equipped on Jinx, instead replace all ability bullets with rockets that deal 45% increased damage.

+10%Attacks hit the target and all adjacent enemies for 30% of Basic Attack Damage. Omnivamp applies 150% to this damage. Briar Bonus: If this item is equipped on Briar, on cast this effect happens 6 times.

+150Every 5 seconds, summon a tentacle that slams down on the target, dealing @SlamDamage@ physical damage and healing the holder for 12% max health. Illaoi Bonus: If this item is equipped on Illaoi, an additional tentacle slams targets drained by her ability at 35% effectiveness. Damage increases based on Stage.

+20%
+30
+3Store 20% of damage dealt. On death or after 18 seconds in combat, deal the stored damage as true damage to all enemies, reduced by 15% for each hex they are away from the epicenter. Recommended Roles: Attack or Magic Caster

+20%
+25%
+35%Gain Precision. Every 4 critical strikes, fire 5 piercing arrows that can critically strike towards the target. Each deals 80% physical damage. Max 3 stacks per Ability cast. Recommended Roles: Attack Marksman or Fighter

+20%
+20
+15
+15Gain 3 orbiting razors. Razors deal @Damage@ magic damage, and 30% Shred and Sunder enemies for 4 seconds. Deal 10% increased damage to Shredded or Sundered enemies. Damage increases based on Stage. Recommended Roles: Attack or Magic Fighter

+30%
+20%Every 3 attacks, fire 10 batblades split between the 3 nearest enemies. Each blade deals 50% physical damage. Recommended Role: Attack Marksman

+400
+30
+30The first time you fall below 70% and 35% health, gain a 25% max health shield for 4 seconds and release a frost nova that stuns enemies within 3 hexes for 2 seconds. Recommended Roles: Attack or Magic Tank

+200
+30
+30Every 15% max health lost, fire crescent projectiles in a line dealing physical damage equal to 50% of the holder's Armor and Magic Resist. Steal 8 Armor and Magic Resist from all enemies hit. Recommended Roles: Attack or Magic Tank

+400Gain 25% max health. Every second, deal magic damage in a 1-hex radius equal to 3% of the holder's max Health. Radius increases every 6 seconds. Recommended Roles: Attack or Magic Tank

+10%
+40
+4For every 20 mana spent, fire a projectile at a nearby enemy, dealing @ProjectileDamage@ + 75% of the holder's Ability Power magic damage and applying 1% Burn and 33% Wound to enemies for 3 seconds. Damage increases based on Stage. Burn: Deals a percent of the target's max Health as true damage every second Wound: Reduces healing received Recommended Role: Magic Caster

+15%
+45%Every attack, fire 3 laser blasts random targets in range, dealing 40% of the holder's Attack Damage as physical damage. Recommended Role: Attack Marksman

+30%
+30
+5Store 20% of damage dealt. Every 6 seconds and on death, deal the stored damage as true damage to all enemies, reduced by 5% for each hex they are from the epicenter. Recommended Roles: Attack or Magic Caster

+30%
+50%
+50%Gain Precision. Every 3 critical strikes, fire 6 piercing arrows that can critically strike towards the target. Each deals 100% physical damage. On takedown, fire a burst of 12 arrows from the target. Max 3 stacks per Ability cast. Recommended Roles: Attack Marksman or Fighter

+30%
+30
+40
+40Gain 6 orbiting razors. Razors deal @Damage@ true damage, and 30% Shred and Sunder enemies for the rest of combat. Deal 30% increased damage to Shredded or Sundered enemies. Damage increases based on Stage. Recommended Roles: Attack or Magic Fighter

+30%
+50%Every 5 attacks, fire 30 chromablades split between all enemies. Each blade deals 50% physical damage. Recommended Role: Attack Marksman

+550
+30
+30The first time you fall below 90%, 60%, 40%, and 20% health, gain a 20% max health shield for 4 seconds. When this happens, release a frost nova that stuns enemies within 2 hexes for 2 seconds and deals magic damage equal to 15% of their max Health. The radius increases by 1 each nova. Recommended Roles: Attack or Magic Tank

+400
+40
+40Every 15% max health lost, fire crescent projectiles in 3 lines dealing physical damage equal to 50% of the holder's Armor and Magic Resist. Steal 10 Armor and Magic Resist from all enemies hit. Recommended Roles: Attack or Magic Tank

+800Gain 18% max Health. Every second, deal magic damage in a 2 hex radius equal to 5% of the holder's max Health, and gain max Health equal to 20% of damage dealt. Radius increases every 6 seconds. Recommended Roles: Attack or Magic Tank

+40%
+40
+5For every 15 mana spent, fire a projectile at a nearby enemy dealing @ProjectileDamage@ + 50% of the holder's Ability Power magic damage, and applying 1% Burn and 33% Wound to enemies for 10 seconds. Each projectile leaves a lingering field that deals @FieldDamagePerSecond@ magic damage to enemies each second. Damage increases based on Stage. Burn: Deals a percent of the target's max Health as true damage every second Wound: Reduces healing received Recommended Roles: Magic Caster

+35%
+75%Every attack, fire 9 laser blasts random targets in range, dealing 40% of the holder's Attack Damage as physical damage. Recommended Roles: Attack Marksman

+100%
+100
+100%
+10000
+100
+100
+10
+75%
+50%The pinnacle of Anima technology.
Psionic Mods

+15%
+15%Dealing physical damage to an enemy reduces the target's Armor by 2. (Ability Damage Cooldown: 0.75 seconds) Recommended users: Master Yi and Pyke.

+15%
+15%Dealing physical damage to an enemy reduces the target's Armor by 2. (Ability Damage Cooldown: 0.75 seconds)
At (4): If the holder is Psionic, every 3rd attack cleaves, dealing 75
physical damage to nearby enemies.
Recommended users: Master Yi and Pyke.

+25A drone repeats 25% of damage from the holder's attacks and Abilities to the same targets every 3 seconds. Recommended users: Sona and Viktor.

+25A 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. Recommended users: Sona and Viktor.

+250Gain 5% max Health and deploy 3 Life Orbs. Every 8 seconds of combat, one drops restoring 18% of the holder's missing Health. Recommended user: Gragas.

+400Gain 5% max Health and deploy 3 Life Orbs. Every 8 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. Recommended user: Gragas.
+200
+10%Every 4 attacks and every 8 times being attacked, zap the 3 nearest enemies, dealing 7% of enemy Health as magic damage. Recommended users: Gragas and Master Yi.
+300
+30%Every 4 attacks and every 12 times being attacked, zap the 3 nearest enemies, dealing 7.5% of enemy Health as magic damage. Recommended users: Gragas and Master Yi.

+20
+2Every 5 seconds, gain 1 additional Mana Regen. Recommended users: Sona and Viktor.

+20
+2Every 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. Recommended users: Sona and Viktor.

+15%
+35%The holder's first attack on each enemy deals 150
additional damage.
Recommended users: Pyke and Master Yi

+15%
+35%The holder's first attack on each enemy deals 150
additional damage.
At (4): If the holder is Psionic, they heal 15% of their max Health whenever their target dies.
Recommended users: Pyke and Master Yi
Sona: Command Mods

Command a unit's attacks to Burn, Wound, and Chill. Gain 8% Attack Speed. (Good on anyone)

Command a unit to have a 25% chance to attack twice when attacking. (Good on carries)

Command a unit to grant you 1 XP every 3 seconds it is alive during player combat. (Good on backliners)

Command a unit to gain a 20% Health shield for 8 seconds at the start of combat. (Good on tanks)

Command a unit to drop 2 gold each time it kills an enemy during player combat. (Good on carries)

Command a unit to Stun enemies within 3 hexes for 1 second when it dies. (Good on tanks)

Command a unit to reduce their Mana cost by 15%. (Good on anyone with Mana)

Command a unit to become untargetable until all other allies are dead.

Command a unit to gain a temporary recommended item at the start of combat. (Good on anyone)
Graves: Upgrades

!!DO NOT PICK - NOT YET IMPLEMENTED!! 1 Range, Attack Tank Specialized in absorbing damage and protecting allies.

4 Range, Attack Marksman Specialized in dealing damage to foes.

!!DO NOT PICK - NOT YET IMPLEMENTED!! 4 Range, Hybrid Caster Specialized in debilitating enemies and empowering allies.

Attacks and Abilities ignore 30% of enemy Armor

Attacks and Abilities ignore 60% of enemy Armor

Deal 5% bonus damage per hex distance from the target.

+5%Does nothing, but it's free!

Secondary blast radius is increased by 1 hex, dealing 50% less for each additional hex.

Secondary blast radius is increased by 2 hexes, dealing 30% less for each additional hex.

Secondary blast radius is increased by 3 hexes, dealing 30% less for each additional hex.

Increase the number of Attack projectiles by 2. Spread increased by 20%.

Increase the number of Attack projectiles by 4. Spread increased by 30%.

Increase the number of Attack projectiles by 6. Spread increased by 40%.

Reduce projectile spread by 75%.

Become an Attack Fighter with -2 Range. Gain 500 Base Health, 15% Omnivamp, and 35% Attack Damage.

Mana Cost reduced by 10

Mana Cost reduced by 20

20% chance to attack twice.

30% chance to attack twice.

At 40% Health, gain a 50% max Health shield that decays over 2.5 seconds.

At 40% Health, gain a 75% max Health shield that decays over 4 seconds.

+2 Mana Regen and 10% Attack Damage

+3 Mana Regen and 20% Attack Damage

+5 Mana Regen and 30% Attack Damage

Attacks send 2 fragments to nearby enemies on hit that deal 15% damage.

Attacks send 3 fragments to nearby enemies on hit that deal 20% damage.

On takedown, dash to the next target and attack 70% faster for 2 attacks.

On takedown, dash to the next target and attack 70% faster for 3 attacks.

+20% Crit Chance and +5% Crit Damage

+40% Crit Chance and +10% Crit Damage

+60% Crit Chance and +18% Crit Damage

Gain 300 Base Health, 30 Armor, and 30 Magic Resistance.

Attacks travel an additional hex and pierce enemies, reducing damage by 50% per target pierced.

Attacks travel an additional 2 hexes and pierce enemies, reducing damage by 50% per target pierced.

Attacks travel an additional 3 hexes and pierce enemies, reducing damage by 40% per target pierced.

Store 15% of damage dealt to enemies. On takedown, enemies release the stored damage as physical damage in a two-hex radius.

+10% Omnivamp and 15% Attack Damage

+15% Omnivamp and 30% Attack Damage

Every second, reduce the Armor of enemies within 2-hexes by 5, doubled for adjacent enemies.

Restore 3% max Health each second.

+1 Range & 10% Attack Damage

+2 Range & 20% Attack Damage

+3 Range & 30% Attack Damage

Taking damage from enemies grants 4 bonus Armor and Magic Resistances, up to 50.

Gain 8% Attack Speed for each attack against the same target, up to 80%.

Gain 15% Attack Speed for each attack against the same target, up to 150%.

Attacks reduce enemy Armor and Magic Resistance by 1.

Attacks reduce enemy Armor and Magic Resistance by 2.

Gain Precision and increase Ability damage by 15%.

Gain 25% max Health and size.

Combat Start: Unleash a shockwave forward that deals 15% of Graves' max Health as magic damage and stun enemies hit for 2 seconds.

A second one-hex radius explosion occurs on the nearest enemy, dealing 30% damage.

Gain 15% Damage Amp against Tanks.

18% chance to attack thrice.

Each cast reduces Mana Cost by 15% (to a minimum of 10)
AUGMENTS
Augments
Silver

Good For Something I
Champions that aren't holding items have a 40% chance to drop 1 gold on death.

Lunch Money
Every 8 damage you deal to enemy tacticians gives you 2 gold.

Stellar Combo
Gain an Aatrox. Your strongest Aatrox becomes an Attack Fighter with an ability that swaps between three different strikes.

Bonk!
Gain a Nasus. Your strongest Nasus becomes an Attack Fighter with a single target Ability that gets stronger with each kill.

Termeepnal Velocity
Gain a Poppy. Your strongest Poppy becomes a ranged Attack Caster that flings a high-velocity Meep at her target.

Exiles I
Your champions that start combat with no adjacent champions gain a 20% max Health shield for 10 seconds.

Stand United
Gain 1.5% Attack Damage and 1.5% Ability Power for each non-unique Trait active across your team.

Electrocharge I
Every 4 attacks an ally takes, they deal 30-90 (based on current Stage) magic damage to nearby enemies (1 second cooldown).

Item Grab Bag
Gain 1 random completed item.

Makeshift Armor I
Allies without items equipped gain 30 Armor and Magic Resist.

One, Two, Five!
Gain 1 random component, 2 gold, and 1 random 5-cost champion.

Pandora's Items
Round start: items on your bench are randomized. Gain 1 random component.

Recombobulator
Champions on your board permanently transform into random champions 1 cost tier higher (max 5). Gain 2 Magnetic Removers.

Second Wind
After 10 seconds of combat, your team heals 40% of their missing Health.

Tiny Titans
Increase your current and max player health by 30.

AFK
You cannot perform actions for the next 3 rounds. Afterwards, gain 20 gold.

Band of Thieves
Gain 1 Thief's Gloves.

Best Friends I
Allies isolated in pairs gain 10% Attack Speed and 13 Armor at the start of combat.

Late Game Specialist
When you reach Level 9, gain 36 gold.

Team Building
Gain a Lesser Champion Duplicator. Gain another after 5 player combats. This item allows you to copy a 3-cost or less champion.

Caretaker's Ally
Gain a random 2-cost champion now. Gain the same one again every time you level up.

Partial Ascension
After 12 seconds of combat, your team gains 20% Damage Amp.

Rolling For Days I
Gain 10 free Shop rerolls.

Teaming Up
Gain 1 random component and 2 random 3-cost champions.

Healing Orbs I
When an enemy dies, the nearest ally is healed for 220.

Iron Assets
Gain a component anvil and 3 gold.

Latent Forge
After 8 player combats, gain an Artifact anvil. The anvil offers 4 choices. Artifacts are more powerful items with a unique effect.

Missed Connections
Gain a copy of each 1-cost champion.

One Two Three
Gain 1 1-cost champion, 1 2-cost champion, and 1 3-cost champion.

Risky Moves
Your Tactician loses 20 Health, but after 7 player combats, gain 30 gold.

Silver Spoon
Gain 10 XP.

Boxing Lessons
Your team gains 30 Health for each ally that starts combat in the front row.

Branching Out
Gain a random Emblem.

Branching Out+
Gain a random Emblem and a Reforger. Reforgers allow you to remake any item.

Charge Transfer I
Your team gains 5% Damage Amp. 50% of overkill damage is dealt to the nearest enemy as magic damage.

Climb The Ladder I
Each time an ally dies, allies that share at least one trait with them gain 3% Ability Power, 3% Attack Damage, 3 Armor, and 3 Magic Resist.

Cognitive Tax
Gain 8 gold and 1 XP.

Cognitive Tax+
Gain 12 gold and 3 XP.

Backup Bows
Gain a Recurve Bow. After your team attacks 1000 times, gain 2 more.

Critical Success
Gain a Sparring Glove. After your team's attacks critically strike 320 times, gain 2 more.

Continuous Conjuration
Gain a Needlessly Large Rod. After your team deals 38000 magic damage, gain 2 more.

Carve a Path
Gain a B.F. Sword. After your team deals 65000 physical damage, gain 2 more.

Flowing Tears
Gain a Tear of the Goddess. After your team spends 6500 Mana, gain 2 more.

Corrosion
Enemy champions in the first two rows lose 4 Armor and Magic Resist every 2 seconds.

Crafted Crafting
Whenever you craft a completed item, gain 2 rerolls.

Dummify
Lose all champions on your board and bench. Gain a Training Dummy with 60% of their combined Health. The Training Dummy gains 1000 Health per stage. Gain a non-Tank 2-star 2-cost champion.

Expedition
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.

Feeling Lucky
Gain 12 gold, then flip a coin. If heads, gain 4 more gold.

Find Your Center
Your champion that starts combat in the center of the front row gains 15% Damage Amp and 25% max Health.

Firesale
Each round, steal a random 3-cost or lower champion from the shop. Gain 1 gold.

Glass Cannon I
Allies that start combat in the back row begin combat at 80% Health but gain 16% Damage Amp.

Group Hug I
Combat start: Allies grant other adjacent allies 7 Armor and Magic Resist. This effect stacks.

Kick Start
Gain a random 2-star 2-cost champion and 1 gold.

Lineup
Your team gains 2 Armor and Magic Resist for each ally that starts combat in the front two rows.

Slightly Magic Roll
Roll a die. Gain rewards based on the number rolled.

Focused Fire
Your team gains 10% Attack Damage. Every 5 seconds, they gain 5% more.

Patience is a Virtue
Each round, gain 2 free rerolls if you did not buy a champion last round.

Augmented Power
Your next augment is one tier higher.

Restart Mission
Remove all champions on your board and bench. Gain 2 random 2-star 3-costs, 3 2-star 2-costs, and 1 2-star 1-cost champion.

Size Matters
Gain a Giant's Belt. After a champion starts combat with more than @HealthRequired@ max Health, gain a Warmog's Armor.

Slice of Life
Twice per stage, gain a random champion. Its cost increases by Stage. This effect ends after receiving 1 5-cost champion.

Small Grab Bag
Gain 2 random item components.

Survivor
Gain 4 gold. After 3 players are eliminated, gain 100 more gold.

The Tower
Gain a giant Training Dummy with increased Health (increases with Stage). Every 4 seconds, it zaps the 3 nearest enemies dealing 5% max Health true damage.

Twin Guardians
If you have exactly 2 allies in your first row, grant them 100 bonus Health, 45 Armor, and 45 Magic Resist.

On a Roll
Whenever you star up a champion that you fielded last combat, gain 2 free Shop rerolls. Gain 2 gold.
Gold

Crash Test Dummies
Gain 2 Training Dummies. Combat start: Your Training Dummies launch themselves towards a group of enemies and Stun them for 1 seconds.

Heroic Grab Bag
Gain 2 Lesser Champion Duplicators and 5 gold. This item allows you to copy a 3-cost or less champion.

Little Buddies
Your 4-cost and 5-cost champions gain 55 Health and 6% Attack Speed for every 1-cost and 2-cost champion on your board.

Epoch
Now, and at the start of every stage, gain 4 XP and 2 free rerolls.

Epoch+
Now, and at the start of every stage, gain 8 XP and 2 free rerolls.

Prizefighter
Gain 2 item components. Every 5 wins gives you an item component.

ReinFOURcement
The next 4-cost champion you buy with gold is instantly upgraded to 2-star. Gain 5 gold.

Slammin'
Gain 3 gold. After each player combat, if there are no items on your bench (other than consumables), gain 2 XP.

Slammin'+
Gain 8 gold and 10 XP now. After each player combat, if there are no items on your bench (other than consumables), gain 2 XP.

U.R.F
Gain a Spatula. Champions holding Spatula or Frying Pan items gain 15% Attack Speed and 2 Mana Regen.

Anima Commander
Gain a Briar, a Jinx, and an Illaoi. Increase your current and max player Health by 10.

Apotheotic Forge
Choose 1 of 4 Divine Artifacts. Artifacts are more powerful items with a unique effect.

Invader Zed
Gain a Spear of Shojin. On Stage 4-2, 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.

The Big Bang
Gain a Meepsie. Your strongest Meepsie becomes a Magic Fighter that leaps to a nearby hex to deal damage in a large radius.

Reach for the Stars
Gain a Jax. Your strongest Jax becomes a Magic Fighter that deal bonus magic damage on attack and gains stacking Attack Speed on cast.

Contract Killer
Gain a Pyke. Your strongest Pyke becomes an Attack Fighter, generates gold on team takedown, and gains a reset on-kill Ability.

Calculated Loss
After losing your combat, gain 2 gold and a free Shop reroll.

Clear Mind
If there are no champions on your bench at the end of player combat, gain 3 XP.

Cybernetic Implants
Allies holding an item gain 100 Health and 20% Attack Damage. Gain a B.F. Sword.

Cybernetic Uplink
Allies holding an item gain 100 Health and 2 Mana Regen. Gain a Tear of the Goddess.

Exiles II
Your champions that start combat with no adjacent champions gain a 30% max Health shield for 10 seconds.

Electrocharge II
Every 4 attacks an ally takes, they deal 50-140 (based on current Stage) magic damage to nearby enemies (1 second cooldown).

Hustler
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.

Makeshift Armor II
Allies without items equipped gain 50 Armor and Magic Resist.

Portable Forge
Choose 1 of 4 Artifacts. Artifacts are more powerful items with a unique effect.

Salvage Bin
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).

Second Wind II
After 10 seconds of combat, your team heals 60% of their missing Health.

Sunfire Board
Combat Start: Burn all enemies for 15% of their max Health over 15 seconds and reduce healing received by 33%.

Trade Sector
Gain a free Shop reroll every round. Gain 2 gold.

Best Friends II
Allies isolated in pairs gain 15% Attack Speed and 22 Armor at the start of combat.

Cluttered Mind
Gain 4 random 1-cost champions now. If your bench is full at the end of player combat, gain 3 XP.

Pandora's Bench
At the start of every round, champions on the 3 rightmost bench slots transform into random champions of the same cost. Gain 6 gold.

Salvage Bin+
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).

Big Grab Bag
Gain 3 random components, 2 gold, and 1 Reforger. Reforgers allow you to remake any item.

Ascension
After 12 seconds of combat, your team gains 35% Damage Amp.

Healing Orbs II
When an enemy dies, the nearest ally is healed for 500.

Jeweled Lotus I
Your team gains 20% Critical Strike Chance and Precision.

Know Your Enemy
You can see who you will fight next. Your team gains 8% Damage Amp, increased to 15% if you and your opponent have any of the same traits active.

Patient Study
After player combat, gain 2 XP if you won or 3 XP if you lost.

Pandora's Items II
Round start: items on your bench are randomized. Gain 2 random components.

Tons of Stats!
Your team gains 44 Health, 4% Attack Damage, 4% Ability Power, 4 Armor, 4 Magic Resist, 4% Attack Speed, and 4 Mana.

You Have My Bow
Gain a Recurve Bow. Your team gains 12% Attack Speed.

Advanced Loan
Gain 20 Gold. Your next augment is one tier lower.

Advanced Loan+
Gain 33 Gold. Your next augment is one tier lower.

Arcane Viktor-y
After 8 seconds of combat, stun the enemy team for 1.5 seconds. Repeat this after 18 seconds of combat. TFT Macao Open, 2024

Aura Farming
Gain a 2-star 5-cost champion holding a recommended item. You cannot field it until Stage 4-3.

Backline Blueprint
Gain a 3-cost non-Tank champion and an Emblem that matches their last-listed trait.

Birthday Reunion
Gain a random 2-star 2-cost champion. When you reach Level 7, gain a Thief's Gloves. When you reach Level 9, gain a random 2-star 5-cost champion. Inkborn Fables Tactician's Crown, 2024

Bodyguard Training
Allies gain 10 Armor and Magic Resist, increased by 3 per player level. Gizmos & Gadgets Championship, 2022

Booster Pack
Gain 10 gold of random champions. (At least one 3-cost guaranteed!) (Each champion has a small chance of being holographic!)

Booster Pack+
Gain 18 gold of random champions. (At least one 4-cost guaranteed!) (Each champion has a small chance of being holographic!)

Booster Pack++
Gain 26 gold of random champions. (At least one 5-cost guaranteed!) (Each champion has a small chance of being holographic!)

Bronze For Life I
Your team gains 2.5% Damage Amp for each Bronze-tier trait.

Charge Transfer II
Your team gains 8% Damage Amp. 80% of overkill damage is dealt to the nearest enemy as magic damage.

Climb The Ladder II
Each time an ally dies, allies that share at least one trait with them gain 5% Ability Power, 5% Attack Damage, 5 Armor, and 5 Magic Resist.

Clockwork Accelerator
Your team gains 10% Attack Speed every 3 seconds in combat.

Cognitive Overload
Gain 7 gold, 1 2-star 1-cost champion, 1 2-cost champion, 2 3-cost champions, 1 XP, and 1 Shop reroll.

Cosmic Restart
Call upon the Gods to sell all units on your board and bench. Gain 2 random Emblems and 11 free Shop rerolls.

Cry Me A River
Gain a Tear of the Goddess. Your team gains 1 Mana Regen. After 12 seconds in combat, increase this to 3.

Vampiric Vitality I
You heal for 12% of the damage you deal to enemy Tacticians. Your team gains 10% Omnivamp.

Vampiric Vitality II
You heal for 12% of the damage you deal to enemy Tacticians. Your team gains 18% Omnivamp.

Duo Queue
Gain 2 random 5-cost champions and 2 copies of a random component.

Early Learnings
Your team gains 8% Attack Damage & Ability Power. This increases by 1% after each player combat. 1-cost champions gain double. TFT Vegas Open, 2023

Epic Rolldown
When you reach Level 8, gain 20 Shop rerolls. Runeterra Reforged Championship, 2023

Exclusive Customization
Gain a Lucky Item Chest, a Magnetic Remover, and 10 gold. Use a Lucky Item Chest on a champion to choose from an armory of recommended items!

Explosive Growth
Now and at the start of the next 3 rounds, gain 7 XP.

Explosive Growth+
Now and at the start of the next 3 rounds, gain 10 XP.

Feed the Flames
Gain a Sunfire Cape. Your team gains 12% Omnivamp when attacking Burning enemies.

Staffsmith
Gain 2 random completed items that build from Needlessly Large Rod.

Swordsmith
Gain 2 random completed items that build from B.F. Sword.

Forward Thinking
Lose all your gold. After 5 player combats, gain back the original amount and another 70 gold.

Frontline Foundation
Gain a 2-star 1-cost Tank champion and an Emblem that matches their last-listed trait.

Kahunahuna
Every 5th attack deals bonus true damage equal to 150% Basic Attack Damage.

Gain @Gold@ Gold
Gain 21 gold.

Gilded Steel
Gain 2 non-Tank 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

Glass Cannon II
Allies that start combat in the back row begin combat at 80% Health but gain 25% Damage Amp.

Group Hug II
Combat start: Allies grant other adjacent allies 10 Armor and Magic Resist. This effect stacks.

Mace's Will
Gain a Sparring Gloves. Your team gains 8% Attack Speed and 20% Critical Strike Chance.

Heavy Is the Crown
Gain a Crown of Demacia, which provides significant bonuses to the wearer. If the holder dies, lose the round.

Heroic Grab Bag+
Gain 2 Lesser Champion Duplicators and 8 gold. This item allows you to copy a 3-cost or less champion.

Heroic Grab Bag++
Gain 2 Lesser Champion Duplicators and 14 gold. This item allows you to copy a 3-cost or less champion.

High Voltage
Gain an Ionic Spark. Your Ionic Sparks have +3 hex radius and do 20% more damage.

Care Package
Now and at the start of the next 2 Stages, receive a care package with loot and 3 gold.

Infinity Protection
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

Solo Plate
Gain a Gargoyle Stoneplate. Combat start: Allies holding Gargoyle Stoneplate gain 20% max Health if they're the only one in their row.

Spirit of Redemption
Gain a Spirit Visage. Every 5 seconds, Spirit Visage heals allies within 1 hex for 7.5% of their missing Health.

Indiscriminate Killer
Gain a Giant Slayer. Giant Slayers gain their Damage Amp against all enemies instead of just Tanks.

Late Game Scaling
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

Legion of Threes
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

A Magic Roll
Roll 3 dice. Gain rewards based on their total.

Max Build
Gain 8 free Shop rerolls. On Stage 4-5 and 6-2, gain a Champion Duplicator. Galaxies Championship, 2020

May the Fours Be With You
Your 4-cost champions and Jhin gain 254 Health and 14% Attack Speed. Gain a Jhin.

Malicious Monetization
Gain 4 gold. For the next 2 rounds, enemy champions drop 2 gold when killed.

Misfits
Your team gains 55 Health for each active Unique trait. Gain a Rhaast and a Miss Fortune.

Money Hungry
Gain 7 gold now, then 7 gold at the start of every stage. Picking up gold makes your Tactician larger.

NO SCOUT NO PIVOT
Champions that fight in player combat cannot be benched or sold. Your team gains 1% Health, and 1.5% Attack Damage and Ability Power after player combat.

Pilfer
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.

Plot Armor
Your team gains 8 Armor and Magic Resist. After falling below 50% Health, increase this to 40 for the rest of combat.

Replication
Choose 1 of 3 components. For the next 2 rounds, gain a copy of that component.

Savings Account
After you earn 50 gold in interest, gain 30 gold. Your max interest is increased to 7. Gain 4 gold now.

Seraphim's Staff
Gain an Archangel's Staff. Archangel's Staff grants 2 additional Mana Regen if its holder has 90% or more Ability Power.

Side Effects
When an ally is healed, they deal 50% of the healing to their target as magic damage. Every 5 seconds, allies heal for 4% of their max Health.

Solo Leveling
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.

Speedy Double Kill
Gain a Guinsoo's Rageblade. When 2 players are eliminated, gain 40 gold. Fates Championship, 2021

Spreading Roots
Gain 2 random Emblems and 1 gold.

Spreading Roots+
Gain 2 random Emblems, a Reforger, and 2 gold.

Blood Offering
Gain a Bloodthirster. Combat start: Allies holding Bloodthirsters lose 20% Health but gain a 30% Health shield and 10% Attack Damage.

The Golden Dragon
Gain a Mogul's Mail. Champions holding Mogul's Mail take up 2 team slots but gain 700 Health and 20% Durability. Mogul's Mail gives gold as well as combat power. Dragonlands Championship, 2022

Treasure Hunt
Gain a locked chest each Stage between now and Stage @MaxNumChests@. Unlock each chest when you spend @GoldNeededPerChest@ gold on Shop rerolls. These chests persist until opened.

Trifecta I
Gain 2 3-cost champions. Combat Start: 3 random 3-cost champions gain 220 Health and 20% Attack Speed.

Two Much Value
Gain 1 reroll for every 2 unique 2-cost champions fielded last player combat. Gain 1 2-cost champions.

Two Tanky
When you field exactly 2 copies of a champion, they both gain 600 Health. When one copy dies, the other gains a 40% max Health Shield for 12 seconds. When you 3-star, gain a 2-star copy.

Warlord's Honor
Every round, your team gain 5% Attack Damage and Ability Power. Champions start with 1 stack of this effect, and can stack up to 4 times.

Urf's Gambit
If you win your next player combat, gain a Spatula. If you lose, gain a Frying Pan. Gain a component anvil and 6 gold now.

Heart of Steel
Gain a Steadfast Heart. Every 10 seconds of combat its holder survives, Steadfast Heart gains additional @Health@ permanent max Health.

Warpath
Gain a 2-star 2-cost champion. After dealing 80 player damage, gain a chest of high cost champions and items.

Worth the Wait
Gain a random 1-cost champion. Gain another copy of them at the start of each round for the rest of the game.
Prismatic

Going Long
You no longer gain interest. Gain 13 gold now. Round start: gain 4 XP. Interest is extra gold you gain per 10g saved.

At What Cost
Immediately go to level 6 and gain 12 XP. You don't get to choose your future augments.

Build a Bud
Gain a random 3-star 1-cost champion. Gain 8 gold.

Call to Chaos
Gain a powerful and random reward.

Tiny, but Deadly
Your team becomes small, gaining 30% Attack Speed and Movement Speed.

Band of Thieves II
Gain 2 Thief's Gloves. After 8 player combats, gain another.

Band of Thieves II+
Gain 2 Thief's Gloves. After 6 player combats, gain another.

Band of Thieves II++
Gain 2 Thief's Gloves. After 3 player combats, gain another.

New Recruit
Gain +1 max team size and a Champion Duplicator.

Prismatic Ticket
Each time your Shop is rerolled, you have a 50% chance to gain a free reroll.

Level Up!
When you buy XP, gain an additional 2. Gain 10 immediately.

The Golden Egg
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.

Wise Spending
You can no longer buy XP. Every time you spend gold to reroll your Shop, gain 2 XP. Gain 3 gold now.

Commerce Core
Gain 16 free Shop rerolls now and 3 every round for the rest of the game.

Birthday Present
Gain a 2-star champion and 1 gold every time you level up. The champion's cost tier is your level minus 4 (max: 5-cost).

Cursed Crown
Gain +2 max team size and your team gains 4% Durability, but you take double player damage when you lose a player combat.

Living Forge
Gain an Artifact anvil now and after every 8 player combats. Artifacts are more powerful items with a unique effect.

Lucky Gloves
Thief's Gloves will always give your champions ideal items. Gain 2 Sparring Gloves.

Lucky Gloves+
Thief's Gloves will always give your champions recommended items. Gain 2 Sparring Gloves now, then another after 4 player combats.

Urf's Grab Bag
Gain 1 Spatula, 3 random components, and 5 gold.

Buried Treasures
Gain a random item component now and at the start of the next 5 rounds.

Jeweled Lotus II
Your team gains 25% Critical Strike Chance, 10% Critical Strike Damage, and Precision.

Hedge Fund
Gain 25 gold. Your max interest is increased to 10. Interest is extra gold you gain per 10g saved.

Hedge Fund+
Gain 30 gold. Your max interest is increased to 10. Interest is extra gold you gain per 10g saved.

Shopping Spree
When you level up, gain a number of free shop refreshes equal to your level+1. Gain 2 gold.

Pandora's Items III
Round start: items on your bench are randomized. Gain 1 random Radiant item.

Radiant Rascal
Gain a Rascal's Gloves item. This equips 2 random Radiant items every round. Radiant items are very powerful versions of completed items.

Tiniest Titan
Gain 2 player Health and 2 gold after every player combat. Your Tactician also moves faster. Gain 10 gold now.

An Exalted Adventure
Gain three 2-cost champions. If you 3-star two of them, gain an orb filled with loot. Gain a Lesser Champion Duplicator at the start of next 2 stages.

Soul Awakening
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.

Belt Overflow
Gain 4 Giant's Belts. Your Giant's Belts grant +85 bonus Health.

Bronze For Life II
Your team gains 2.5% Damage Amp and 4 Armor and Magic Resist for each Bronze-tier trait.

Comeback Story
Your team gains 5 Health and 0.4% Attack Speed per missing player Health.

Construct a Companion
The next 1-cost champion you buy is 3-star. Gain 2 gold.

Deadlier Caps
Gain a Rabadon's Deathcap. Rabadon's Deathcaps permanently gain @AP@% Ability Power whenever their holders score a takedown.

Exclusive Customization II
Gain 2 Lucky Item Chests, a Magnetic Remover, and 10 gold. Use a Lucky Item Chest on a champion to choose from an armory of recommended items!

Expected Unexpectedness
Now and at the start of the next 2 stages, roll 3 dice. Gain various rewards based on their total.

Flexible
Gain 1 random Emblem. At the start of every Stage, gain a random Emblem. Your team gains 40 Health for each Emblem they are holding.

Forge a Friend
The next 1-cost champion you buy is 3-star. Gain 2 gold.

Forged in Strength
Gain 1 random Artifact. When you drop below 40 Health, gain 3 more random Artifacts. Remix Rumble Championship, 2023

Giant and Mighty
Your team becomes large, gaining 200 Health and 10% max Health.

Golden Gamble
Gain 1 gold and flip a coin. If heads, gain a Radiant Lucky Item Chest. If tails, gain 2 Completed item anvils.

Golden Gamble+
Gain 4 gold and flip a coin. If heads, gain a Radiant Lucky Item Chest. If tails, gain 2 Completed item anvils.

Golden Gamble++
Gain 12 gold and flip a coin. If heads, gain a Radiant Lucky Item Chest. If tails, gain 2 Completed item anvils.

Hard Commit
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 4 gold.

Hold the Line
Allies in your back 2 rows gain 10% Ability Power and 9% Attack Damage for each ally that starts combat in your front row.

Invested+
Gain 26 gold. After every combat, gain 1 Shop reroll for every 10 gold above 50 (max 80 gold).

Invested++
Gain 40 gold. After every combat, gain 1 Shop reroll for every 10 gold above 50 (max 80 gold).

Just Hit
Gain a Champion Duplicator, 18 Shop rerolls, and 3 gold.

Luxury Subscription
Gain a package containing a 5-cost champion, a 2-star 1-cost champion, and 5 gold. At the start of the next 2 stages, gain the package again.

Min-Max
Gain a Golden Item Remover and 4 random components. Golden Item Remover is a Magnetic Remover with infinite uses.

Money Monsoon
Gain 7 gold now and every round for the rest of the game.

Component Heist
After 6 player combats, gain 1 of every item component. Gain a random component now.

Nine Lives
Set your current and max player Health to 9. On combat loss, you only lose 1 health and gain loot. You can't gain health.

One Buff, Two Buff
Gain a Red Buff, a Blue Buff, and a Champion Duplicator.

Retribution
Gain 2 Hands of Justice. Allies equipped with Hand of Justice gain Precision.

Shimmerscale Essence
Gain a Mogul's Mail. In 6 rounds, gain a Gamblers Blade. These items give gold as well as combat power.

Subscription Service
Now and at the start of each Stage, open a Shop of 4 unique 4-cost champions and gain 6 gold.

Sweet Treats
Gain an Artifact anvil. Your team gains 20 Health for each item equipped on champions. Magic N' Mayhem Tactician's Crown, 2024

Sword Overflow
Gain 4 B.F. Swords. Your B.F. Swords grant +4% Attack Speed.

Tactician's Kitchen
Gain a random Emblem. After 3 rounds, gain a Tactician's Cape.

Baron's Lair
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

Woven Magic
Gain a random item component. Every 2200 Mana your team spends grants an additional component (max /3).

Deadlier Blades
Gain a Deathblade. Deathblades permanently gain @AD*100@% Attack Damage whenever their holders score a takedown.

The Trait Tree
Gain 3 random Emblems, a Reforger, and 2 gold.

The Trait Tree+
Gain 3 random Emblems, a Reforger, and 4 gold.

Trifecta II
Gain 3 3-cost champions. Allies gain 5% Attack Speed. Combat Start: 3 random 3-cost champions gain 300 Health and 25% Attack Speed.

Upward Mobility
Buying XP costs 1 less. Gain 2 Health and 2 free rerolls whenever you level up.

Wand Overflow
Gain 4 Needlessly Large Rods. Your Needlessly Large Rods grant +5% Attack Speed.

We Stick Together
Gain a random Emblem and a completed item anvil. Allies that share a trait with that Emblem gain 30% Attack Speed. Into The Arcane Tactician's Crown, 2025

Win Out
When you reach level 9, immediately level to 10 and gain 8 free Shop rerolls. Gain 6 XP now.

Worth the Wait II
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.