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SET 6.5 Augments

Augment Guide
AugmentAugment & DescriptionDescription
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
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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).
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