Gold
Gain a Deathblade. Champions holding this item have a 20% chance to drop 1 gold on kill.
At the start of the next 4 rounds, Gain 9 Gold.
Units isolated in pairs gain 15% Attack Speed and 20 Armor at the start of combat.
Your team gains 80 bonus Health, and permanently gains 10 Health every 2 takedowns.
Every 3 attacks, Big Shots also fires a bomb that deals 100% Attack Damage to enemies within 1 hex of the target. Gain a Kaisa.
Immediately sell your team (including bench) for double their value. Your next 8 Shop rerolls are free only for this round.
Your True Damage champions gain 80 Health and 8% Attack Speed for each item they are holding. Gain a Yasuo and a Senna.
Country champions have a 20% chance to drop 1 gold on kill. Your Dreadsteed's chances are doubled. Gain a Samira.
Gain a Blacksmith's Gloves, which equips two temporary Artifacts each round.
Gain a component anvil when you reach level 5, 6, 7, and 8.
If you have no champions on your bench at the end of player combat round, gain 3 experience points.
If your bench is full at the end of player combat round, gain 3 experience points. Gain 4 random Tier 1 champions.
Your team gains a 90-170 Health shield for 6 seconds after casting their Ability. The shield amount scales with round of the game.
Combat Start: Infect the highest health enemy, increasing their damage taken by 18%. Every 5 seconds and on death, the infection spreads to 2 nearby units.
Gain 2 Target Dummies. Combat start: Your Target Dummies launch themselves towards the largest clump of enemies and Stun them for 1.25 seconds.
Gain a Crownguard. Your Crownguards' start of combat effect is 75% stronger.
Your champions holding an item gain 120 Health and restore 2.5 Mana per second.
Your Headliner's damage heals your Superfans for 22% of the damage dealt. Gain a Gnar.
Your Disco Balls affect allies up to 2 hexes away and pulse every 2.5 seconds. Gain a Nami and a Gragas.
Allies of your Emo champions gain 60% of the Emo Mana bonus when any ally dies. Gain an Annie and a Vex.
The first time your Headliner dies, they become invulnerable and heal 60% of their max Health over 1.5 seconds instead.
Damage from Executioners' attacks and spells Shred and Sunder enemies by 30% for 3 seconds. Gain a Twitch.
After you reroll your shop 8 times, reroll only cost 1 gold.
Gain an Adaptive Helm. Champions holding this item gain both effects.
Your units gain 3% Attack Damage, 3 Ability Power, 3 Armor, and 3 Magic Resist. When one of your units dies, all your units gain these stats again.
Each time your Shop is rerolled, you have a 30% chance to gain a free reroll.
Champions that aren't holding items have a 50% to drop 1 gold on death.
Your team has 15% Omnivamp and convert 25% of excess healing to true damage on their next attack.(Omnivamp: healing for a percent of damage dealt)
Your units with at least 1500 max Health gain Attack Damage and Ability Power equal to 1% of their max Health.
Enemies that attack a Guardian's shield take magic damage equal to 7% of the shielded unit's max Health (up to once per second). Gain a Pantheon.
Gain 2 Lesser Champion Duplicators and 4 gold.
Gain a Hand of Justice. Champions holding this item deal 12% increased damage.
Your 8-Bit champions execute targets below @ExecuteThreshold*100@% Health. Executions have a 10% chance to drop 1 gold, increased by 2% for each high score achieved. Gain a Corki and a Garen.
When a unit dies, the nearest ally gains a 25% max Health shield and 10% stacking Attack Speed.
Your units' Abilities can critically strike. Your units gain 15% Critical Strike chance.
Combat start: units with adjacent allies gain a 220 Health shield for 8 seconds. This shield stacks.
Your team deals 10% more damage. Deal 15% more damage instead if you and your opponent have any of the same traits active.
The first time you would be eliminated, you escape death and your team permanently gains 160 Health, 16 Armor and Magic Resist, and 16% Omnivamp.
Your team gains 10 bonus Ability Power, and permanently gains 1 Ability Power every 2 takedowns.
Your 4-cost and 5-cost champions gain 75 and 9% Attack Speed for each 1-cost and 2-cost champion on your field.
Edgelords attacks deal 40% of their damage to enemies within 1 hexes of their target. Gain a Yasuo and a Kayle.
Combat start: Your two furthest champions form a bond, sharing 20% of their Armor, Magic Resist, Attack Damage, and Ability Power with each other.
Your max interest is capped at 3 gold but you gain 2 gold at the start of every player combat.
Gain a Gambler's Blade and a Magnetic Remover.
All enemies take 1% of their max Health as true damage each second until they cast their Ability. Gain a Shroud of Stillness.
Gain 2 player health after every player combat. Your Tactician also moves faster.
Your Pentakill champions are immune to crowd control for the first 12 seconds of combat. They heal 4% of their max Health on takedown. Gain a Kayle and a Gnar.
Gain an Edge of Night. Champions holding this item gain 35% Attack Speed.
Round Start: items on your bench are randomized (excluding Tactician's Crown, Spatula, and consumables).Gain 1 random completed item.
After player combat, gain 2 XP if you won or 3 XP if you lost.
Choose 1 of 2 Artifacts.
Choose 1 of 3 Artifacts.
Choose 1 of 4 Artifacts.
Your team gains 8% Attack Speed now. Each round after, they gain 1% more.
When your Spellweavers cast their 2nd Ability each combat, they instantly cast it again at 50% effectiveness. Gain a Gragas and a Seraphine.
Rapidfire champions can gain Attack Speed from their trait up to 30 stacks. (Now starts Rapidfire champs at 4 stacks immediately) Gain a Jinx and a Senna.
Allies sharing a trait with your Headliner gain 200 Health and 10% Attack Speed.
When you reroll your Shop 16 times, gain a Tactician's Crown.
Gain 12 gold. Your max interest is increased to 7.
Gain 18 gold. Your max interest is increased to 7.
Gain 1 random completed item now, and 1 component after 7 player combats. Selling champions breaks apart their full items into components (excluding Tactician's Crown).
Gain 1 random completed item now, and 1 component after 4 player combats. Selling champions breaks completed items into components (excluding Tactician's Crown).
Gain a Training Dummy and 2 gold. If it is the first to die each player combat, gain 1 gold.
Combat start: Up to 5 equipped components turn into completed items for the rest of combat. Gain a component at the start of the next 2 stages.
Gain a Statikk Shiv. Your Stikk Shivs' chain lightning effect deals 40~125% more damage.
Gain a Thief's Gloves. Champions holding this item gain 200 Health and 20% Attack Speed.
Enemies have a 30% chance to drop loot when killed.
The first 1-cost and 2-cost champions you buy are instantly upgraded to 2-star. Gain 5 gold.
Gain 1 Training Dummy with 1 permanently attached Support item(s).
For each adjacent ally, Moshers gain 4 Armor, 4 Magic Resist, 4% Attack Damage, 4 Ability Power, and 4% Attack Speed. Gain a Jax and a Gnar.
Choose 1 of 4 Support items.
Gain 1 random Support item and 2 random 4-cost champions.
Gain a Bard. Combat start: Jazz champions gain permanent bonuses based on the number of active traits. 3: 20 max Health 5: and 2% Attack Speed 7: and 2% Attack Damage and 2 Ability Power
The damage over time effect from your Dazzlers lasts 2 seconds longer and deals 100% more damage. Gain a Nami and a Bard.
Gain 4 random 3-cost champions.
Your team gains 75 Health for each unique 3-cost champion on your board.
On death, Bruisers deal 35% of their max Health to enemies within 1 hex. After 15 seconds, expand the range to 2 hexes. Gain an Olaf and a Gragas.
Gain a free Shop reroll every round. Gain 2 gold.
When you field exactly 2 copies of a champion, they both gain 300 Health, 30% Attack Speed. Anytime you 3-star, gain a 2-star copy.
Your team gains 110 Health for each unique 2-cost champion on your board.
If you have 3 or more champions in the same row at the start of combat, they all gain 25 Armor and Magic Resist.
Your team gains 50 Health. Gain another 6 Health and 1% Omnivamp per 5 missing player health.(Omnivamp: healing for a percent of damage dealt)
Gain 2 gold after losing a player combat. Gain a random component after every 4 losses.