Gold
Champions evolved by the Anomaly drop 2 gold every 2 kills. Gain 10 free rerolls.
Roll 3 dice. Gain rewards based on their total.
Whenever you build an item, gain a completed item anvil instead. That anvil always offers an Academy item and the item built. Gain 1 random components. Gain a Lux and an Ezreal.
Gain an Academy Emblem and a Leona.
Combat start and every 6 seconds, all Quickstrikers attack 85% faster for 2.5 seconds. Gain a Nocturne and Akali.
Firelight champions gain 9% Attack Damage and 9 Ability Power when they start a Firelight dash. They gain another 3% for every hex traveled that combat. Gain a Scar and Zeri.
Choose a gold-generating Artifact items and gain a Magnetic Remover. Your max interest is increased to 7.Interest is extra gold you gain per 10g saved.
Choose a gold-generating Artifact. Gain a Magnetic Remover and 4 gold. Your max interest is increased to 7.Interest is extra gold you gain per 10g saved.
Gain an Ambusher Emblem and a Camille.
After the Anomaly round on 4-6, gain a item that duplicates the chosen Anomaly Effect onto the equipped champion.
When Sorcerers die, they deal 300% of their Ability Power as magic damage to all adjacent units. Gain a Vladimir.
Gain an Artillerist Emblem and a Tristana.
Gain an Automata Emblem and a Nocturne.
You cannot perform actions for the next 3 rounds. Afterwards, gain 2 completed item anvils.
Your team can no longer critically strike. Convert each 1% Critical Strike Chance into 1% Attack Damage. Gain a Sparring Gloves.
At the start of the next 4 rounds, gain 7 gold.
At the start of the next 4 rounds, gain 10 gold.
Every time Watchers are attacked, they gain 2% Attack Damage. Every time Watchers are hit by an ability, they gain 4 Ability Power. Gain a Vander.
Gain 3 random components, 2 gold, and 1 Reforger.Reforgers allow you to remake any item.
Gain a Black Rose Emblem.
Combat start: Your highest Attack Speed champion gains 20 Ability Power and 20% Attack Speed. Repeat on another ally every 3 seconds.
Your team gains 1.5% Damage Amp for each Bronze-tier trait.
Gain a Bruiser Emblem and a Sett.
Gain 2 Rennis. Your strongest Renni's Ability costs 20 less and causes her to lunge towards the fartheset enemy within 2 hexes, dealing 110% damage to the target and reduced damage to enemies in her path.
Your units with no Traits active gain 240-530 Health and 45-60% Attack Speed (based on current Stage).
Allies that start combat next to exactly 1 other ally gain 150 Health. When that champion dies, the other gains a 15% max Health Shield for 10 seconds.
Gain a component anvil when you reach level 5, 6, 7, and 8.The anvil offers 4 choices.
Gain a Runaan's Hurricane. Your Runaan's Hurricanes shoot 1 extra bolts, each dealing 85% of the original damage.
Gain a Chem-Baron Emblem and a Renata Glasc.
If there are no champions on your bench at the end of player combat, gain 3 XP.
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.
Your team gains 10% Attack Speed every 3 seconds in combat.
Empower a hex in the center of the board. Summon a clone of the champion in it with 70% Health and 20% increased Mana cost.
Gain 4 random 1-cost champions now. If your bench is full at the end of player combat, gain 3 XP.
Gain a Conqueror Emblem and a Rell.
After each player combat, gain 2 gold for every 2 other players who have fielded the leftmost unit on your bench this game.
At the start of each turn, all units holding a Frying Pan or Spatula item grant the nearest champion 50 permanent Health. Gain a Frying Pan.
Gain a Vladimir. Your strongest Vladimir gains +3 Range and gains 5 bonus Mana each attack. His Ability no longer heals but grants 5% Damage Amp, deals 80% bonus damage, and spreads additional damage to the 2 nearest enemies.
Gain a Crownguard. Your Crownguards' start of combat effect is 100% stronger.
Gain a Needlessly Large Rod. Your units gain 10 Ability Power and 10 Armor.
Dominators gain 15% Attack Speed while shielded. When a Dominator gets a kill, all Dominators gain 120 Shield for 3 seconds. Gain a Cassiopeia.
Gain a Dominator Emblem and a Blitzcrank.
Gain 2 random 5-cost champions and 2 copies of a random component.
Gain an Enforcer Emblem and a Loris.
Now, and at the start of every stage, gain 6 XP and 2 free rerolls.
Now, and at the start of every stage, gain 8 XP and 3 free rerolls.
Gain a Family Emblem and a Violet.
Gain a Firelight Emblem and a Zeri.
Every 3 takedowns by Black Rose champions or Sion grant Sion permanent 1.5% Attack Damage and 10 Max Health. Gain 3 Black Rose champions.
Lose all your gold. After 6 player combats, gain back the original amount and another 70 gold.
When an Automata champion fires their blast, they fire a second blast at the closest enemy dealing 50% of the original damage. Gain an Amumu and Nocturne.
Units that start combat in the back row begin combat at 80% health but gain 20% Damage Amp.
Gain a Vander. Your strongest Vander gains a brand new Ability that deals 65% increased damage and punches the target backwards, dealing 25% of the original damage to all enemies hit.
Gain a Training Dummy. Every 10 seconds, all Training Dummies grant 1 gold.
Lose all champions on your board and bench. Gain a Golem with 85% of their combined Health and 50% of their combined Attack Damage.
Your team gains 15% Omnivamp. Get a bonus of 20 gold when your team first accumulates 10000 total healing.
Every 4 seconds, Bruisers deal 7% bonus max Health bonus physical damage on their next attack. Gain a Steb and a Trundle.
Gain 2 Lesser Champion Duplicators and 9 gold.This item allows you to copy a 3-cost or less champion.
Gain an Ionic Spark. Your Ionic Sparks have +3 hex radius and do 25% more damage.
When a unit dies, the nearest ally gains a 20% max Health Shield and 10% stacking Attack Speed.
Your champions gain 7 permanent max health per interest you earn.
Your team gains 20 Health. For each unique item they are holding, your team gains bonus 5 Health, 1.5 Attack Damage, and 1.5 Ability Power.
Enforcer champions gain 10% Attack Damage. Every 5 Wanted enemy deaths grant 6 gold. Gain a Steb and Maddie.
Your 4-cost and 5-cost champions gain 65 Health and 7% Attack Speed for every 1-cost and 2-cost champion on your board.
Combat start: Your 2 units furthest from each other form a bond, sharing 22% of their Armor, Magic Resist, Attack Damage, and Ability Power with each other.
Ambusher kills have a chance to drop loot, scaling with Critical Strike Chance. The value of the loot given can also critically strike, granting even more loot. Gain a Camille and a Powder.
Gain a Sparring Gloves. Your team gains 8% Attack Speed and 20% Critical Strike Chance.
Gain 6 gold. For the next 3 rounds, enemy champions drop 2 gold when killed.
Your units that start combat in the back row gain 5 additional Mana per attack.
If an ally starts combat next to a higher-cost ally, it gains 18% Attack Speed and 220 Health.
Combat start: 2 random 1-cost champions are upgraded to 3-star for that round and gain 3% Attack Damage and 3 Ability Power.
Units can no longer be benched or sold after fighting in a player combat. After each player combat, units that fought gain 20 Health, 1.5% Attack Damage, and 1.5% Ability Power.
When your first ally dies each combat, grant your team 15 + 15% of that ally's Armor and Magic Resistance.
Gain an Edge of Night. Champions holding this item gain 35% Attack Speed.
Conquerors execute enemies below 12% Health. When they do, they gain 5 Armor and Magic Resist for the rest of combat. Gain a Darius and Draven.
Your team gains 3% max Health and 2.5% Damage Amp for each unique one-cost champion on your board. Gain 3 one-costs.
Every third attack deals an additional 115% damage and heals 50% of the damage. Excess healing is converted to a shield up to 300 Health.
When the first 5 Rebels die each combat, summon a copy of themselves that is one-star lower with 400 less Health. Gain an Akali and an Irelia.
If your team has exactly 2 four-cost champions, they each gain 404 Health and 24.4% Attack Speed. Gain a random 4-cost.
Round start: items on your bench are randomized.Gain 2 random components.
After player combat, gain 2 XP if you won or 3 XP if you lost.
Your team gains 5% Critical Strike chance, and their Abilities can critically strike. Critical strikes 20% Shred and Sunder the target for 3 seconds.
Each round, gain a 1-star copy of the first champion you killed last combat.
Gain a Pit Fighter Emblem and an Urgot.
Choose 1 of 4 Artifacts.Artifacts are more powerful items with a unique effect.
While Shielded, your units gain 12% Durability. The first time allies fall below 50% Health, they gain 125-275 Shield (based on Stage) for 3 seconds.
Gain 2 item component(s). Every 5 wins gives you an item component.
Your team gains 10% Attack Speed now. Each round after, they gain 1% more.
Gain a Red Buff. Your Burns deal 50% increased damage.
Gain a Quickstriker Emblem and an Akali.
Gain 8 gold now and 1 gold every round.
Gain 18 gold now and 1 gold every round.
Gain a Rebel Emblem and an Akali.
The next 4-cost champion you buy is instantly upgraded to 2-star. Get 12 gold.
Choose 1 of 3 components. For the next 2 rounds, gain a copy of that component.
Artillerist rockets deal 40% increased damage. Every 65 rockets your Artillerists fire, gain a Collector (max 2). Gain a Tristana and Urgot.
Artillerist rockets deal 40% increased damage. Every 50 rockets your Artillerists fire, gain a Collector (max 2). Gain a Tristana and Urgot.
Gain 1 random completed item now, and 1 component after 7 player combats. Selling champions breaks completed 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).
After casting an Ability, champions gain 20% Omnivamp for 3 seconds. Excess healing is converted to a shield up to 300 Health.
Gain a Training Dummy and 4 gold. If it is the first to die each player combat, gain 1 gold.
The first 4 enemy champions that die each combat grant their closest ally a completed item.
Every round, if you're in the bottom 4, your team permanently gains 1.5% Attack Damage and Ability Power. If you're in the top 4, they have 10% more Health.
Gain a Scrap Emblem and a Ziggs.
Gain a Sentinel Emblem and a Rell.
Sentinels gain 8% bonus Armor and Magic Resist. Every 4 seconds, their next attack deals 85% of their total resistances as magic damage. Gain a Loris.
During non-player combat rounds, your shop refreshes for free every 3 seconds for 30 seconds.
Gain 1 random Component(s). After each player combat, if there are no items on your bench (other than Consumables), gain 2 XP.
Gain 1 random component(s) and 10 XP now. After each player combat, if there are no items on your bench (other than Consumables), gain 2 XP.
Gain a Sniper Emblem and a Zeri.
Snipers gain +8% Damage Amp for each round fought from the same starting hex (Maximum +32%). Gain a Zeri.
Gain a Sorcerer Emblem and a Vladimir.
Your team gains 10% Attack Damage and 10 Mana. Gain a B.F. Sword.
Your team restores 4% of their max Health every 5 seconds. Increase the healing by 0.5% for every 10 missing player Health.
Enemies have a 30% chance to drop loot when killed.
1-cost and 2-cost units in your shop have a chance to be 2-star. Gain 6 gold.Chances increase with player level.
1-cost and 2-cost units in your shop have a chance to be 2-star. Gain 8 gold.Chances increase with player level.
Your team deals 7% more damage, increased by 5% for every 3-star champion on your team. Gain 4 rerolls.
Choose 1 of 4 Support items.
Gain 1 random Support item and 2 random 4-cost champions.
Experiments gain 12% Health and grant a special hex. The Experiment in the hex is killed on combat start, granting their Experiment bonus to other laboratory hexes. Gain 3 Experiment champions.
Gain a Bramble Vest. Your Bramble Vests deal 5-100% more damage (based on Stage) and heal the holder for 50% of the damage dealt.
For the next 3 players eliminated, choose one of their items to keep.
Every 8 components Scrap champions convert, gain a random component (max 6). Gain a Powder and a Trundle.
Gain a Training Dummy equipped with a random emblem that fires ranged attacks at enemies. It upgrades as the game goes on.
Gain a free Shop reroll every round. Gain 1 gold.
Pit Fighters permanently gain 1.5 Attack Damage if they lost the last combat. If they won, gain 45 Health instead. Gain an Urgot.
The first time you activate 8 non-unique traits for 1 combat, gain 6 random emblems.
When Ambessa casts, Caitlyn fires an empowered attack at the target, dealing 225% damage. Ambessa gains 30% of Caitlyn's Attack Damage.Gain a Caitlyn and Ambessa.
While fielded with Silco, Powder gains Dominator, but no longer benefits from Family. When her monkey explodes, it creates 3 of Silco's monstrosities.Gain a 2-star Powder and a Silco.
When Vi casts, Ekko releases 3 afterimages towards her target dealing 50% damage. When Ekko casts, Vi slams an earthquake towards his target dealing 150% damage.Gain a Vi and Ekko.
Gain the Sister Trait. When Vi scores a takedown, Jinx gains 75% bonus Attack Speed for 5 seconds. When Jinx scores a takedown, Vi gains 40% bonus Attack Damage for 7 seconds.Gain a Vi and Jinx.
Jinx and Sevika gain 10% Attack Damage and 150 Health. Whenever one casts, they grant the other 15 mana. Sevika's arm is luckier.Gain a Jinx and Sevika.
Gain 2 3-cost champions. Combat Start: 3 random 3-cost champions gain 250 Health and 18% Attack Speed.
Gain 1 reroll for every 2 unique two-cost champions fielded last combat. Gain 2 two-cost unit.
Gain a random 2-star two-cost and 2 random 2-star one-cost champions.
Gain a Sterak's Gage. When its effect triggers, the holder gains 35% Attack Speed for the rest of combat and immunity to crowd control for 10 seconds.
You heal for 20% of the damage you deal to enemy Tacticians. Your units gain 12% Omnivamp.
Gain a Visionary Emblem and a Renata Glasc.
For every 250 Mana Visionaries spend during combat, summon a Voidling, up to 5 Voidlings. Gain a Rell and Morgana.The Voidling has 550-700 Health based on Stage.
Gain 1 gold and a Training Dummy with 2 permanently attached Emblems.
Everytime you choose to save your Shimmer on a Black Market, heal 4 player health and gain 6 gold. Gain a Renni.
After dealing 60 player damage, gain a chest of high cost champions and items.
Gain a Watcher Emblem and a Vander.
If at least 2 Family members are alive after 14 seconds in combat or at the end of combat, gain a random copy of a Vander, Powder, or Violet. Gain a Powder and Violet.
Gain 2 gold after losing a player combat. Gain a random component after every 4 losses.
While you field 2 of the same Form Swapper in different forms, both gain 27 Ability Power, Armor, and Magic Resist, and 27% Attack Damage. When you 3-star a Form Swapper, gain a 2-star copy. Gain a Swain and Gangplank.
Gain 3 random 1-cost champion. After 2 rounds, gain another copy of them at the start of each round for the rest of the game.