DAK.GG
SET 6.5 Augments
Augment Guide
AugmentAugment & Description | Description |
---|---|
![]() Ancient Archives Gain 1 Tome of Traits. | Gain 1 Tome of Traits. |
![]() Arcane Crest Gain an Arcanist Emblem and a Swain. | Gain an Arcanist Emblem and a Swain. |
![]() Arcanist Crown Gain 2 Arcanist Emblems. | Gain 2 Arcanist Emblems. |
![]() Arcanist Heart Your team counts as having 1 additional Arcanist. Gain a Swain. | Your team counts as having 1 additional Arcanist. Gain a Swain. |
![]() Archangel's Embrace Upon casting their Ability, your units gain Ability Power equal to 25% of their maximum Mana. | Upon casting their Ability, your units gain Ability Power equal to 25% of their maximum Mana. |
![]() Archangel's Embrace II Upon casting their Ability, your units gain Ability Power equal to 25% of their maximum Mana.. | Upon casting their Ability, your units gain Ability Power equal to 25% of their maximum Mana.. |
![]() Archangel's Embrace III . | . |
![]() Ardent Censer Allies healed or shielded by Enchanters gain 45% stacking Attack Speed for the rest of combat (maximum once every 3 seconds). Gain a Lulu. | Allies healed or shielded by Enchanters gain 45% stacking Attack Speed for the rest of combat (maximum once every 3 seconds). Gain a Lulu. |
![]() Armor Plating Colossus become invulnerable for 3 seconds when their Health drops to 50%. Gain a Cho'Gath. | Colossus become invulnerable for 3 seconds when their Health drops to 50%. Gain a Cho'Gath. |
![]() Ascension After 15 seconds of combat, your units deal 50% more damage. | After 15 seconds of combat, your units deal 50% more damage. |
![]() Assassin Crest Gain an Assassin Emblem and a Talon. | Gain an Assassin Emblem and a Talon. |
![]() Assassin Crown Gain 2 Assassin Emblems. | Gain 2 Assassin Emblems. |
![]() Assassin Heart Your team counts as having 1 additional Assassin. Gain a Talon. | Your team counts as having 1 additional Assassin. Gain a Talon. |
![]() Backfoot I Your units that start combat in the back 2 rows gain 20% Attack Speed. | Your units that start combat in the back 2 rows gain 20% Attack Speed. |
![]() Backfoot II Your units that start combat in the back 2 rows gain 30% Attack Speed. | Your units that start combat in the back 2 rows gain 30% Attack Speed. |
![]() Backfoot III Your units that start combat in the back 2 rows gain 45% Attack Speed. | Your units that start combat in the back 2 rows gain 45% Attack Speed. |
![]() Band of Thieves Gain 2 Thief's Gloves. | Gain 2 Thief's Gloves. |
![]() Battlemage I Your units that start combat in the front 2 rows gain 30 Ability Power. | Your units that start combat in the front 2 rows gain 30 Ability Power. |
![]() Battlemage II Your units that start combat in the front 2 rows gain 45 Ability Power. | Your units that start combat in the front 2 rows gain 45 Ability Power. |
![]() Battlemage III Your units that start combat in the front 2 rows gain 60 Ability Power. | Your units that start combat in the front 2 rows gain 60 Ability Power. |
![]() Binary Airdrop Your champions equipped with 2 items temporarily gain a random completed item at the start of combat. | Your champions equipped with 2 items temporarily gain a random completed item at the start of combat. |
![]() Blue Battery I After casting their Ability, your units restore 10 Mana. | After casting their Ability, your units restore 10 Mana. |
![]() Blue Battery II After casting their Ability, your units restore 20 Mana. | After casting their Ability, your units restore 20 Mana. |
![]() Bodyguard Crest Gain a Bodyguard Emblem and a Darius. | Gain a Bodyguard Emblem and a Darius. |
![]() Bodyguard Crown Gain 2 Bodyguard Emblems. | Gain 2 Bodyguard Emblems. |
![]() Bodyguard Heart Your team counts as having 1 additional Bodyguard. Gain a Blitzcrank. | Your team counts as having 1 additional Bodyguard. Gain a Blitzcrank. |
![]() Broken Stopwatch 5 seconds into combat, all enemies and non-Clockwork units are frozen in time for 4 seconds. Gain a Zilean. | 5 seconds into combat, all enemies and non-Clockwork units are frozen in time for 4 seconds. Gain a Zilean. |
![]() Bruiser Crest Gain a Bruiser Emblem and a Sejuani. | Gain a Bruiser Emblem and a Sejuani. |
![]() Bruiser Crown Gain 2 Bruiser Emblems. | Gain 2 Bruiser Emblems. |
![]() Bruiser Heart Your team counts as having 1 additional Bruiser. Gain a Sejuani. | Your team counts as having 1 additional Bruiser. Gain a Sejuani. |
![]() Built Different I Your units with no Traits active gain 300 Health and 60% Attack Speed. | Your units with no Traits active gain 300 Health and 60% Attack Speed. |
![]() Built Different II Your units with no Traits active gain 400 Health and 70% Attack Speed. | Your units with no Traits active gain 400 Health and 70% Attack Speed. |
![]() Built Different III Your units with no Traits active gain 500 Health and 80% Attack Speed. | Your units with no Traits active gain 500 Health and 80% Attack Speed. |
![]() Calculated Loss After losing your combat, gain 2 gold and a free Shop refresh. | After losing your combat, gain 2 gold and a free Shop refresh. |
![]() Celestial Blessing I Your units heal for 12% of the damage dealt by attacks and Abilities. Excess healing is converted to a shield up to 300 Health. | Your units heal for 12% of the damage dealt by attacks and Abilities. Excess healing is converted to a shield up to 300 Health. |
![]() Celestial Blessing II Your units heal for 20% of the damage dealt by attacks and Abilities. Excess healing is converted to a shield up to 450 Health. | Your units heal for 20% of the damage dealt by attacks and Abilities. Excess healing is converted to a shield up to 450 Health. |
![]() Celestial Blessing III Your units heal for 35% of the damage dealt by attacks and Abilities. Excess healing is converted to a shield up to 600 Health. | Your units heal for 35% of the damage dealt by attacks and Abilities. Excess healing is converted to a shield up to 600 Health. |
![]() Challenger Crest Gain a Challenger Emblem and a Quinn. | Gain a Challenger Emblem and a Quinn. |
![]() Challenger Crown Gain 2 Challenger Emblems. | Gain 2 Challenger Emblems. |
![]() Challenger Heart Your team counts as having 1 additional Challenger. Gain a Quinn. | Your team counts as having 1 additional Challenger. Gain a Quinn. |
![]() Challenger Unity The Challenger trait grants its bonuses to all of your Champions. This does not increase your number of Challengers. Gain a Quinn. | The Challenger trait grants its bonuses to all of your Champions. This does not increase your number of Challengers. Gain a Quinn. |
![]() Chemical Overload I Chemtechs explode on death, dealing 20% of their max Health as magic damage to enemies within 2 hexes. Gain a Warwick. | Chemtechs explode on death, dealing 20% of their max Health as magic damage to enemies within 2 hexes. Gain a Warwick. |
![]() Chemical Overload II Chemtechs explode on death, dealing 30% of their max Health as magic damage to enemies within 2 hexes. Gain a Zac. | Chemtechs explode on death, dealing 30% of their max Health as magic damage to enemies within 2 hexes. Gain a Zac. |
![]() Chemtech Crest Gain a Chemtech Emblem and a Warwick. | Gain a Chemtech Emblem and a Warwick. |
![]() Chemtech Crown Gain 2 Chemtech Emblems. | Gain 2 Chemtech Emblems. |
![]() Chemtech Heart Your team counts as having 1 additional Chemtech. Gain a Warwick. | Your team counts as having 1 additional Chemtech. Gain a Warwick. |
![]() Chemtech Unity The Chemtech trait grants its bonuses to all of your Champions. This does not increase your number of Chemtech units. Gain a Warwick. | The Chemtech trait grants its bonuses to all of your Champions. This does not increase your number of Chemtech units. Gain a Warwick. |
![]() Clear Mind If you have no champions on your bench at the end of a round, gain 3 experience points. | If you have no champions on your bench at the end of a round, gain 3 experience points. |
![]() Clockwork Crest Gain a Clockwork Emblem and a Zilean. | Gain a Clockwork Emblem and a Zilean. |
![]() Clockwork Heart Your team counts as having 1 additional Clockwork. Gain a Zilean. | Your team counts as having 1 additional Clockwork. Gain a Zilean. |
![]() Clockwork Soul Your team counts as having 2 additional Clockworks. Gain 8 gold. | Your team counts as having 2 additional Clockworks. Gain 8 gold. |
![]() Component Grab Bag Gain 3 random item components. | Gain 3 random item components. |
![]() Concussive Blows Striker's critical strikes stun their target for 1.5 second(s). Each target can only be stunned once every 7 seconds. Gain a Rek'sai. | Striker's critical strikes stun their target for 1.5 second(s). Each target can only be stunned once every 7 seconds. Gain a Rek'sai. |
![]() Cutthroat Assassins Mana Reave the first unit they attack, increasing their maximum Mana by 50% until they cast. Gain a Talon. | Assassins Mana Reave the first unit they attack, increasing their maximum Mana by 50% until they cast. Gain a Talon. |
![]() Cybernetic Implants I Your champions holding an item gain 125 Health and 10 Attack Damage. | Your champions holding an item gain 125 Health and 10 Attack Damage. |
![]() Cybernetic Implants II Your champions holding an item gain 200 Health and 20 Attack Damage. | Your champions holding an item gain 200 Health and 20 Attack Damage. |
![]() Cybernetic Implants III Your champions holding an item gain 300 Health and 30 Attack Damage. | Your champions holding an item gain 300 Health and 30 Attack Damage. |
![]() Cybernetic Shell I Your champions holding an item gain 125 Health and 30 Armor. | Your champions holding an item gain 125 Health and 30 Armor. |
![]() Cybernetic Shell II Your champions holding an item gain 200 Health and 45 Armor. | Your champions holding an item gain 200 Health and 45 Armor. |
![]() Cybernetic Shell III Your champions holding an item gain 300 Health and 60 Armor. | Your champions holding an item gain 300 Health and 60 Armor. |
![]() Cybernetic Uplink I Your champions holding an item gain 125 Health and restore 2 Mana per second. | Your champions holding an item gain 125 Health and restore 2 Mana per second. |
![]() Cybernetic Uplink II Your champions holding an item gain 200 Health and restore 3 Mana per second. | Your champions holding an item gain 200 Health and restore 3 Mana per second. |
![]() Cybernetic Uplink III Your champions holding an item gain 300 Health and restore 4 Mana per second. | Your champions holding an item gain 300 Health and restore 4 Mana per second. |
![]() Debonair Crest Gain a Debonair Emblem and a Syndra. | Gain a Debonair Emblem and a Syndra. |
![]() Debonair Crown Gain 2 Debonair Emblems. | Gain 2 Debonair Emblems. |
![]() Debonair Heart Your team counts as having 1 additional Debonair. Gain a Talon. | Your team counts as having 1 additional Debonair. Gain a Talon. |
![]() Disintegrator I Your units' attacks deal bonus magic damage equal to 2% of the target's maximum Health. | Your units' attacks deal bonus magic damage equal to 2% of the target's maximum Health. |
![]() Disintegrator II Your units' attacks deal bonus magic damage equal to 3% of the target's maximum Health. | Your units' attacks deal bonus magic damage equal to 3% of the target's maximum Health. |
![]() Disintegrator III Your units' attacks deal bonus magic damage equal to 4% of the target's maximum Health. | Your units' attacks deal bonus magic damage equal to 4% of the target's maximum Health. |
![]() Dominance After winning your player combat, gain 1 bonus gold for every 2 surviving units. | After winning your player combat, gain 1 bonus gold for every 2 surviving units. |
![]() Double Trouble I If you have exactly 2 copies of a champion on your board, they both gain 25 Attack Damage, Ability Power, Armor, and Magic Resist. When you 3-star, gain a 2-star copy. | If you have exactly 2 copies of a champion on your board, they both gain 25 Attack Damage, Ability Power, Armor, and Magic Resist. When you 3-star, gain a 2-star copy. |
![]() Double Trouble II If you have exactly 2 copies of a champion on your board, they both gain 35 Attack Damage, Ability Power, Armor, and Magic Resist. When you 3-star, gain a 2-star copy. | If you have exactly 2 copies of a champion on your board, they both gain 35 Attack Damage, Ability Power, Armor, and Magic Resist. When you 3-star, gain a 2-star copy. |
![]() Double Trouble III If you have exactly 2 copies of a champion on your board, they both gain 45 Attack Damage, Ability Power, Armor, and Magic Resist. When you 3-star, gain a 2-star copy. | If you have exactly 2 copies of a champion on your board, they both gain 45 Attack Damage, Ability Power, Armor, and Magic Resist. When you 3-star, gain a 2-star copy. |
![]() Duet Summon 1 additional Socialite spotlight. Spotlighted units gain 200 Health. Gain a Senna. | Summon 1 additional Socialite spotlight. Spotlighted units gain 200 Health. Gain a Senna. |
![]() Electrocharge I When your units receive critical strikes, they deal 60-105 (based on current Stage) magic damage to nearby enemies. (1 second cooldown). | When your units receive critical strikes, they deal 60-105 (based on current Stage) magic damage to nearby enemies. (1 second cooldown). |
![]() Electrocharge II When your units receive critical strikes, they deal 85-145 (based on current Stage) magic damage to nearby enemies. (1 second cooldown). | When your units receive critical strikes, they deal 85-145 (based on current Stage) magic damage to nearby enemies. (1 second cooldown). |
![]() Electrocharge III When your units receive critical strikes, they deal 115-220 (based on current Stage) magic damage to nearby enemies. (1 second cooldown). | When your units receive critical strikes, they deal 115-220 (based on current Stage) magic damage to nearby enemies. (1 second cooldown). |
![]() En Garde The first time an enemy is attacked by a Challenger, they are Disarmed for 2.5 seconds. Gain a Warwick. | The first time an enemy is attacked by a Challenger, they are Disarmed for 2.5 seconds. Gain a Warwick. |
![]() Enchanter Heart Your team counts as having 1 additional Enchanter. Gain a Lulu. | Your team counts as having 1 additional Enchanter. Gain a Lulu. |
![]() Enchanter Soul Your team counts as having 2 additional Enchanters. Gain 12 gold. | Your team counts as having 2 additional Enchanters. Gain 12 gold. |
![]() Enforcer Heart Your team counts as having 1 additional Enforcer. Gain a Sejuani. | Your team counts as having 1 additional Enforcer. Gain a Sejuani. |
![]() Enforcer Soul Your team counts as having 2 additional Enforcers. Gain 8 gold. | Your team counts as having 2 additional Enforcers. Gain 8 gold. |
![]() Exiles I Your units that start combat with no adajacent allies gain a 30% maximum Health shield for 8 seconds. | Your units that start combat with no adajacent allies gain a 30% maximum Health shield for 8 seconds. |
![]() Exiles II Your units that start combat with no adajacent allies gain a 45% maximum Health shield for 8 seconds. | Your units that start combat with no adajacent allies gain a 45% maximum Health shield for 8 seconds. |
![]() Exiles III Your units that start combat with no adajacent allies gain a 70% maximum Health shield for 8 seconds. | Your units that start combat with no adajacent allies gain a 70% maximum Health shield for 8 seconds. |
![]() Featherweights I Your 1 and 2 cost champions gain 25% Attack Speed and Move Speed. | Your 1 and 2 cost champions gain 25% Attack Speed and Move Speed. |
![]() Featherweights II Your 1 and 2 cost champions gain 35% Attack Speed and Move Speed. | Your 1 and 2 cost champions gain 35% Attack Speed and Move Speed. |
![]() Featherweights III Your 1 and 2 cost units gain 55% Attack Speed and Move Speed. | Your 1 and 2 cost units gain 55% Attack Speed and Move Speed. |
![]() First Aid Kit All healing and shielding on your units is increased by 35%. | All healing and shielding on your units is increased by 35%. |
![]() Four Score Gain 3 random 4-cost champions. | Gain 3 random 4-cost champions. |
![]() Future Sight I Know who you will fight next. Gain a Zephyr. | Know who you will fight next. Gain a Zephyr. |
![]() Future Sight II Know who you fight next. Gain a Radiant Zephyr. | Know who you fight next. Gain a Radiant Zephyr. |
![]() Gold Reserves Mercenaries deal 2% more damage per 1 gold you have. (Maximum +50%). Gain a Quinn. | Mercenaries deal 2% more damage per 1 gold you have. (Maximum +50%). Gain a Quinn. |
![]() Golden Gifts I Gain 1 golden and 3 gray loot orb(s). | Gain 1 golden and 3 gray loot orb(s). |
![]() Golden Gifts II Gain 2 golden and 4 gray loot orb(s). | Gain 2 golden and 4 gray loot orb(s). |
![]() Golden Ticket Each time your Shop is refreshed, you have a 50% chance to gain a free refresh. | Each time your Shop is refreshed, you have a 50% chance to gain a free refresh. |
![]() Hexnova The first time a Hextech champion drops below 60% Health, they increase nearby enemies' maximum Mana by 50% until they cast. Gain a Nocturne. | The first time a Hextech champion drops below 60% Health, they increase nearby enemies' maximum Mana by 50% until they cast. Gain a Nocturne. |
![]() Hextech Armory The Hextech trait grants its bonuses to all of your Champions. This does not increase your number of Hextech units. Gain a Sejuani. | The Hextech trait grants its bonuses to all of your Champions. This does not increase your number of Hextech units. Gain a Sejuani. |
![]() Hextech Crest Gain a Hextech Emblem and a Nocturne. | Gain a Hextech Emblem and a Nocturne. |
![]() Hextech Crown Gain 2 Hextech Emblems. | Gain 2 Hextech Emblems. |
![]() Hextech Heart Your team counts as having 1 additional Hextech. Gain a Swain. | Your team counts as having 1 additional Hextech. Gain a Swain. |
![]() High End Shopping Champions appear in your Shop as if you were 1 level higher. Gain 5 gold. | Champions appear in your Shop as if you were 1 level higher. Gain 5 gold. |
![]() High Five Gain 4 random 5-cost champions. | Gain 4 random 5-cost champions. |
![]() High Roller Gain 3 Loaded Dice and 8 gold. | Gain 3 Loaded Dice and 8 gold. |
![]() Hyper Roll If you have less than 10 gold at the end of a round, gain 2 gold. | If you have less than 10 gold at the end of a round, gain 2 gold. |
![]() Innovator Heart Your team counts as having 1 additional Innovator. | Your team counts as having 1 additional Innovator. |
![]() Innovator Soul Your team counts as having 2 additional Innovators. | Your team counts as having 2 additional Innovators. |
![]() Instant Injection Chemtechs now additionally trigger their bonuses at the start of combat. Gain a Warwick. | Chemtechs now additionally trigger their bonuses at the start of combat. Gain a Warwick. |
![]() Irresistible Charm Debonair champions take 15% less damage. Gain a Leona. | Debonair champions take 15% less damage. Gain a Leona. |
![]() Item Grab Bag I Gain 1 random completed item. | Gain 1 random completed item. |
![]() Item Grab Bag II Gain 2 random completed items and a Reforger. | Gain 2 random completed items and a Reforger. |
![]() Jeweled Lotus Magic and true damage from your units' Abilities can critically strike. Your units gain 25% Critical Strike Chance. | Magic and true damage from your units' Abilities can critically strike. Your units gain 25% Critical Strike Chance. |
![]() Junkyard Gain a random component every 4 combat rounds with the Scrap Trait active. Gain an Ezreal. | Gain a random component every 4 combat rounds with the Scrap Trait active. Gain an Ezreal. |
![]() Keepers I At the start of combat, your units grant adjacent allies a 160 health shield for 8 seconds. | At the start of combat, your units grant adjacent allies a 160 health shield for 8 seconds. |
![]() Keepers II At the start of combat, your units grant adjacent allies a 240 health shield for 8 seconds. | At the start of combat, your units grant adjacent allies a 240 health shield for 8 seconds. |
![]() Knife's Edge I Your units that start combat in the front 2 rows gain 30 Attack Damage. | Your units that start combat in the front 2 rows gain 30 Attack Damage. |
![]() Knife's Edge II Your units that start combat in the front 2 rows gain 40 Attack Damage. | Your units that start combat in the front 2 rows gain 40 Attack Damage. |
![]() Knife's Edge III Your units that start combat in the first 2 rows gain 55 Attack Damage. | Your units that start combat in the first 2 rows gain 55 Attack Damage. |
![]() Level Up! When you buy experience points, gain an additional 3. You can now reach level 10. | When you buy experience points, gain an additional 3. You can now reach level 10. |
![]() Lifelong Learning Scholars permanently gain 2 Ability Power after each combat, and an additional 2 if they survived. Gain a Syndra. | Scholars permanently gain 2 Ability Power after each combat, and an additional 2 if they survived. Gain a Syndra. |
![]() Luden's Echo I When your units cast and deal Ability damage, the first target hit and a nearby enemy take 70-130 (based on current Stage) magic damage. | When your units cast and deal Ability damage, the first target hit and a nearby enemy take 70-130 (based on current Stage) magic damage. |
![]() Luden's Echo II When your units cast and deal Ability damage, the first target hit and a nearby enemy take 100-175 (based on current Stage) magic damage. | When your units cast and deal Ability damage, the first target hit and a nearby enemy take 100-175 (based on current Stage) magic damage. |
![]() Luden's Echo III When your units cast and deal Ability damage, the first target hit and a nearby enemy take 140-260 (based on current Stage) magic damage. | When your units cast and deal Ability damage, the first target hit and a nearby enemy take 140-260 (based on current Stage) magic damage. |
![]() Makeshift Armor I Your units with no items gain 35 Armor and Magic Resist. | Your units with no items gain 35 Armor and Magic Resist. |
![]() Makeshift Armor II Your units with no items gain 55 Armor and Magic Resist. | Your units with no items gain 55 Armor and Magic Resist. |
![]() Makeshift Armor III Your units with no items gain 75 Armor and Magic Resist. | Your units with no items gain 75 Armor and Magic Resist. |
![]() March of Progress Gain 5 bonus experience points per round. You can no longer use gold to level up. | Gain 5 bonus experience points per round. You can no longer use gold to level up. |
![]() Meditation I Your units without items equipped restore 5 Mana per second. | Your units without items equipped restore 5 Mana per second. |
![]() Meditation II Your units without items equipped restore 7 Mana per second. | Your units without items equipped restore 7 Mana per second. |
![]() Meditation III Your units without items equipped restore 10 Mana per second. | Your units without items equipped restore 10 Mana per second. |
![]() Mercenary Crest Gain a Mercenary Emblem and 3 gold. | Gain a Mercenary Emblem and 3 gold. |
![]() Mercenary Heart Your team counts as having 1 additional Mercenary. | Your team counts as having 1 additional Mercenary. |
![]() Mercenary Soul Your team counts as having 2 additional Mercenaries. | Your team counts as having 2 additional Mercenaries. |
![]() Metabolic Accelerator Your Tactician moves faster and heals 2 Health after a PVP round. | Your Tactician moves faster and heals 2 Health after a PVP round. |
![]() Mutant Crest Gain a Mutant Emblem and a Kassadin. | Gain a Mutant Emblem and a Kassadin. |
![]() Mutant Crown Gain 2 Mutant Emblems. | Gain 2 Mutant Emblems. |
![]() Mutant Heart Your team counts as having 1 additional Mutant. Gain a Rek'Sai. | Your team counts as having 1 additional Mutant. Gain a Rek'Sai. |
![]() New Recruit Gain +1 maximum team size. | Gain +1 maximum team size. |
![]() One For All When your Syndicates die, they grant your other Syndicates 15 Attack Damage and Ability Power. Gain an Ashe. | When your Syndicates die, they grant your other Syndicates 15 Attack Damage and Ability Power. Gain an Ashe. |
![]() Overpower After every 2 attacks, Strikers gain 75% Critical Strike Chance on their next attack. Gain a Rek'sai. | After every 2 attacks, Strikers gain 75% Critical Strike Chance on their next attack. Gain a Rek'sai. |
![]() Pandora's Items Gain a random component. At the start of each round, items on your bench are randomized (excluding Tactician's Crown, Spatula, and consumables). | Gain a random component. At the start of each round, items on your bench are randomized (excluding Tactician's Crown, Spatula, and consumables). |
![]() Payday After winning your combat, gain 1 bonus gold for each surviving Syndicate. Gain an Ashe. | After winning your combat, gain 1 bonus gold for each surviving Syndicate. Gain an Ashe. |
![]() Phalanx I Your units that start combat in the back 2 rows gain 25 Armor and Magic Resist. | Your units that start combat in the back 2 rows gain 25 Armor and Magic Resist. |
![]() Phalanx II Your units that start combat in the back 2 rows gain 35 Armor and Magic Resist. | Your units that start combat in the back 2 rows gain 35 Armor and Magic Resist. |
![]() Phalanx III Your units that start combat in the back 2 rows gain 50 Armor and Magic Resist. | Your units that start combat in the back 2 rows gain 50 Armor and Magic Resist. |
![]() Phony Frontline Gain 2 Target Dummies. | Gain 2 Target Dummies. |
![]() Pirates Mercenary units have a 66% chance to drop 1 gold when they kill an enemy. Gain a Quinn. | Mercenary units have a 66% chance to drop 1 gold when they kill an enemy. Gain a Quinn. |
![]() Portable Forge Open an Armory and choose 1 of 3 unique Artifacts crafted by Ornn. | Open an Armory and choose 1 of 3 unique Artifacts crafted by Ornn. |
![]() Radiant Relics Open an Armory and choose 1 of 4 unique Radiant items. | Open an Armory and choose 1 of 4 unique Radiant items. |
![]() Recombobulator Champions on your board permanently transform into random champions that cost 1 more. Gain 2 Magnetic Removers. | Champions on your board permanently transform into random champions that cost 1 more. Gain 2 Magnetic Removers. |
![]() Rich Get Richer Gain 12 gold. Your maximum interest is increased to 7. | Gain 12 gold. Your maximum interest is increased to 7. |
![]() Runic Shield I Arcanists start combat with a shield equal to 300% of their Ability Power for 8 seconds. Gain a Swain. | Arcanists start combat with a shield equal to 300% of their Ability Power for 8 seconds. Gain a Swain. |
![]() Runic Shield II Arcanists start combat with a shield equal to 450% of their Ability Power for 8 seconds. Gain a Vex. | Arcanists start combat with a shield equal to 450% of their Ability Power for 8 seconds. Gain a Vex. |
![]() Runic Shield III Arcanists start combat with a shield equal to 600% of their Ability Power for 8 seconds. | Arcanists start combat with a shield equal to 600% of their Ability Power for 8 seconds. |
![]() Salvage Bin Gain a random completed item. Selling champions breaks apart their full items into components (excluding Tactician's Crown). | Gain a random completed item. Selling champions breaks apart their full items into components (excluding Tactician's Crown). |
![]() Scholar Crest Gain a Scholar Emblem and a Zyra. | Gain a Scholar Emblem and a Zyra. |
![]() Scholar Heart Your team counts as having 1 additional Scholar. Gain a Zyra. | Your team counts as having 1 additional Scholar. Gain a Zyra. |
![]() Scholar Soul Your team counts as having 2 additional Scholars. Gain 8 gold. | Your team counts as having 2 additional Scholars. Gain 8 gold. |
![]() Scrap Crest Gain a Scrap Emblem and a Blitzcrank. | Gain a Scrap Emblem and a Blitzcrank. |
![]() Scrap Heart Your team counts as having 1 additional Scrap. Gain a Blitzcrank. | Your team counts as having 1 additional Scrap. Gain a Blitzcrank. |
![]() Scrap Soul Your team counts as having 2 additional Scraps. Gain 8 gold. | Your team counts as having 2 additional Scraps. Gain 8 gold. |
![]() Second Wind I After 10 seconds of combat, your units heal 50% of their missing Health. | After 10 seconds of combat, your units heal 50% of their missing Health. |
![]() Second Wind II After 10 seconds of combat, your units heal 75% of their missing Health. | After 10 seconds of combat, your units heal 75% of their missing Health. |
![]() Second Wind III After 10 seconds of combat, your units heal 100% of their missing Health. | After 10 seconds of combat, your units heal 100% of their missing Health. |
![]() Self Repair When the Innovation dies, it will become untargetable and repair itself if an Innovator is still alive. Gain a Zilean. | When the Innovation dies, it will become untargetable and repair itself if an Innovator is still alive. Gain a Zilean. |
![]() Share the Spotlight Allies adjacent to a spotlight at the start of combat gain 125% of its bonuses. Gain a Senna. | Allies adjacent to a spotlight at the start of combat gain 125% of its bonuses. Gain a Senna. |
![]() Sharpshooter Twinshot's ranged attacks and Abilities can bounce once, dealing 60% less damage. Gain a Corki. | Twinshot's ranged attacks and Abilities can bounce once, dealing 60% less damage. Gain a Corki. |
![]() Shrug It Off Bruisers regenerate 2.5% of their maximum Health each second. Gain a Sejuani. | Bruisers regenerate 2.5% of their maximum Health each second. Gain a Sejuani. |
![]() Smoke Bomb The first time Assassins drops to 70% health, they briefly enter stealth, becoming untargetable and shedding all negative effects. Any excess damage is reduced by 60%. Gain a Talon. | The first time Assassins drops to 70% health, they briefly enter stealth, becoming untargetable and shedding all negative effects. Any excess damage is reduced by 60%. Gain a Talon. |
![]() Sniper Crest Gain a Sniper Emblem and an Ashe. | Gain a Sniper Emblem and an Ashe. |
![]() Sniper Crown Gain 2 Sniper Emblems. | Gain 2 Sniper Emblems. |
![]() Sniper Heart Your team counts as having 1 additional Sniper. Gain a Ashe. | Your team counts as having 1 additional Sniper. Gain a Ashe. |
![]() Sniper's Nest Snipers gain +8% damage for each round fought from the same starting hex. (Maximum +32%). Gain an Ashe. | Snipers gain +8% damage for each round fought from the same starting hex. (Maximum +32%). Gain an Ashe. |
![]() So Small Yordles gain 25% Dodge Chance. Gain a Corki. | Yordles gain 25% Dodge Chance. Gain a Corki. |
![]() Socialite Heart Your team counts as having 1 additional Socialite. | Your team counts as having 1 additional Socialite. |
![]() Socialite Soul Your team counts as having 2 additional Socialites. | Your team counts as having 2 additional Socialites. |
![]() Spell Blade After casting their Ability, Arcanists' next attack deals bonus magic damage equal to 180% of their Ability Power. Gain a Swain. | After casting their Ability, Arcanists' next attack deals bonus magic damage equal to 180% of their Ability Power. Gain a Swain. |
![]() Stand Behind Me Bodyguards' Armor bonus is increased by 25%. At the start of combat, Bodyguards grant 100% of their Armor bonus to non-Bodyguard allies directly behind them (does not stack). Gain a Blitzcrank. | Bodyguards' Armor bonus is increased by 25%. At the start of combat, Bodyguards grant 100% of their Armor bonus to non-Bodyguard allies directly behind them (does not stack). Gain a Blitzcrank. |
![]() Stand United I Your units gain 2 Attack Damage and Ability Power per Trait active across your army. | Your units gain 2 Attack Damage and Ability Power per Trait active across your army. |
![]() Stand United II Your units gain 3 Attack Damage and Ability Power per Trait active across your army. | Your units gain 3 Attack Damage and Ability Power per Trait active across your army. |
![]() Stand United III Your units gain 5 Attack Damage and Ability Power per Trait active across your army. | Your units gain 5 Attack Damage and Ability Power per Trait active across your army. |
![]() Stored Power Your Hextech champions permanently gain 1 Ability Power each time they are hit by your Hexcore's pulses. Gain a Swain. | Your Hextech champions permanently gain 1 Ability Power each time they are hit by your Hexcore's pulses. Gain a Swain. |
![]() Striker Crest Gain a Striker Emblem and a Rek'sai. | Gain a Striker Emblem and a Rek'sai. |
![]() Striker Crown Gain 2 Striker Emblems. | Gain 2 Striker Emblems. |
![]() Striker Heart Your team counts as having 1 additional Striker. Gain a Rek'sai. | Your team counts as having 1 additional Striker. Gain a Rek'sai. |
![]() Sunfire Board At the start of combat, burn all enemies for 20% of their maximum Health over 10 seconds and reduce healing received by 50%. | At the start of combat, burn all enemies for 20% of their maximum Health over 10 seconds and reduce healing received by 50%. |
![]() Syndicate Crest Gain a Syndicate Emblem and a Zyra. | Gain a Syndicate Emblem and a Zyra. |
![]() Syndicate Crown Gain 2 Syndicate Emblems. | Gain 2 Syndicate Emblems. |
![]() Syndicate Heart Your team counts as having 1 additional Syndicate. Gain a Zyra. | Your team counts as having 1 additional Syndicate. Gain a Zyra. |
![]() The Golden Egg Gain a massive golden egg that hatches in 7 turns. | Gain a massive golden egg that hatches in 7 turns. |
![]() Thieving Rascals Free Yordles from the portal have 33% chance to arrive holding an item component. Gain a Lulu. | Free Yordles from the portal have 33% chance to arrive holding an item component. Gain a Lulu. |
![]() Three's Company Gain 4 random 3-cost champions. | Gain 4 random 3-cost champions. |
![]() Thrill of the Hunt I Your units heal 400 Health on kill. | Your units heal 400 Health on kill. |
![]() Thrill of the Hunt II Your units heal 700 Health on kill. | Your units heal 700 Health on kill. |
![]() Tiny Titans Your Tactician heals 35 Health, grows larger, and has 135 maximum Health. | Your Tactician heals 35 Health, grows larger, and has 135 maximum Health. |
![]() Titanic Force Your units with more than 1400 maximum Health gain Attack Damage equal to 3% of their maximum Health. | Your units with more than 1400 maximum Health gain Attack Damage equal to 3% of their maximum Health. |
![]() Trade Sector Gain a free Shop refresh each round. | Gain a free Shop refresh each round. |
![]() Treasure Trove I Gain 1 blue and 1 gray loot orb(s). | Gain 1 blue and 1 gray loot orb(s). |
![]() Treasure Trove II Gain 1 blue and 2 gray loot orb(s). | Gain 1 blue and 2 gray loot orb(s). |
![]() Treasure Trove III Gain 3 blue and 2 gray loot orb(s). | Gain 3 blue and 2 gray loot orb(s). |
![]() Tri Force I Your 3-cost units gain 233 Health, 13 starting Mana, and 13% Attack Speed. | Your 3-cost units gain 233 Health, 13 starting Mana, and 13% Attack Speed. |
![]() Tri Force II Your 3-cost units gain 333 Health, 23 starting Mana, and 23% Attack Speed. | Your 3-cost units gain 333 Health, 23 starting Mana, and 23% Attack Speed. |
![]() Tri Force III Your 3-cost units gain 433 Health, 33 starting Mana, and 33% Attack Speed. | Your 3-cost units gain 433 Health, 33 starting Mana, and 33% Attack Speed. |
![]() True Justice Your Enforcers deal true damage to enemies below 80% Health. Gain a Sejuani. | Your Enforcers deal true damage to enemies below 80% Health. Gain a Sejuani. |
![]() True Twos Gain 2 random 2-star 2-cost units. | Gain 2 random 2-star 2-cost units. |
![]() Twinshot Heart Your team counts as having 1 additional Twinshot. Gain a Corki. | Your team counts as having 1 additional Twinshot. Gain a Corki. |
![]() Twinshot Soul Your team counts as having 2 additional Twinshots. Gain 4 gold. | Your team counts as having 2 additional Twinshots. Gain 4 gold. |
![]() Underdogs Whenever your team has fewer units alive than your opponent, your units regenerate 9% Health each second (maximum: 150). | Whenever your team has fewer units alive than your opponent, your units regenerate 9% Health each second (maximum: 150). |
![]() Unstable Evolution Mutants randomly gain one of the following when they reach 2 star: 500 Health, 30% Attack Speed, 30 Attack Damage, or 30 Ability Power. These bonuses stack. Gain a Rek'sai. | Mutants randomly gain one of the following when they reach 2 star: 500 Health, 30% Attack Speed, 30 Attack Damage, or 30 Ability Power. These bonuses stack. Gain a Rek'sai. |
![]() Verdant Veil Your units are immune to crowd control effects for the first 15 seconds of combat. | Your units are immune to crowd control effects for the first 15 seconds of combat. |
![]() Very VIP When an ally dies, they grant the Debonair VIP 30% of their maximum Health for the rest of combat. Gain a Syndra. | When an ally dies, they grant the Debonair VIP 30% of their maximum Health for the rest of combat. Gain a Syndra. |
![]() Weakspot I Your units' attacks ignore 20% of the target's Armor and reduce healing received by 50% for 5 seconds. | Your units' attacks ignore 20% of the target's Armor and reduce healing received by 50% for 5 seconds. |
![]() Weakspot II Your units' attacks ignore 40% of the target's Armor and reduce healing received by 50% for 5 seconds. | Your units' attacks ignore 40% of the target's Armor and reduce healing received by 50% for 5 seconds. |
![]() Weakspot III Your units' attacks ignore 60% of the target's Armor and reduce healing received by 50% for 5 seconds. | Your units' attacks ignore 60% of the target's Armor and reduce healing received by 50% for 5 seconds. |
![]() Windfall Gain gold based on the number of augments you have now. 0 = 20g, 1 = 35g, 2 = 55g | Gain gold based on the number of augments you have now. 0 = 20g, 1 = 35g, 2 = 55g |
![]() Wise Spending Gain 4 gold.Gain 2 experience points when you refresh your Shop. | Gain 4 gold.Gain 2 experience points when you refresh your Shop. |
![]() Woodland Charm At the start of combat, your highest Health Champion creates a 1800 Health copy of themself (excluding items). | At the start of combat, your highest Health Champion creates a 1800 Health copy of themself (excluding items). |
![]() Woodland Trinket At the start of combat, your highest Attack Speed champion creates two 250 Health copies of themself (excluding items). | At the start of combat, your highest Attack Speed champion creates two 250 Health copies of themself (excluding items). |