Check the latest information for Set 6.5: Neon Nights

  • Champions
  • Traits
  • Items
  • Augments
  • Silver
  • Gold
  • Prismatic

Silver

Ancient Archives

Gain 1 Tome of Traits.

Arcane Crest

Gain an Arcanist Emblem and a Swain.

Arcanist Crown

Gain 2 Arcanist Emblems.

Arcanist Heart

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.

Archangel's Embrace II

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.

Armor Plating

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.

Assassin Crest

Gain an Assassin Emblem and a Talon.

Assassin Crown

Gain 2 Assassin Emblems.

Assassin Heart

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.

Backfoot II

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.

Band of Thieves

Gain 2 Thief's Gloves.

Battlemage I

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.

Battlemage III

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.

Blue Battery I

After casting their Ability, your units restore 10 Mana.

Blue Battery II

After casting their Ability, your units restore 20 Mana.

Bodyguard Crest

Gain a Bodyguard Emblem and a Darius.

Bodyguard Crown

Gain 2 Bodyguard Emblems.

Bodyguard Heart

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.

Bruiser Crest

Gain a Bruiser Emblem and a Sejuani.

Bruiser Crown

Gain 2 Bruiser Emblems.

Bruiser Heart

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.

Built Different II

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.

Calculated Loss

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.

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.

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.

Challenger Crest

Gain a Challenger Emblem and a Quinn.

Challenger Crown

Gain 2 Challenger Emblems.

Challenger Heart

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.

Chemical Overload I

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.

Chemtech Crest

Gain a Chemtech Emblem and a Warwick.

Chemtech Crown

Gain 2 Chemtech Emblems.

Chemtech Heart

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.

Clear Mind

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.

Clockwork Heart

Your team counts as having 1 additional Clockwork. Gain a Zilean.

Clockwork Soul

Your team counts as having 2 additional Clockworks. Gain 8 gold.

Component Grab Bag

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.

Cutthroat

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.

Cybernetic Implants II

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.

Cybernetic Shell I

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.

Cybernetic Shell III

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.

Cybernetic Uplink II

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.

Debonair Crest

Gain a Debonair Emblem and a Syndra.

Debonair Crown

Gain 2 Debonair Emblems.

Debonair Heart

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.

Disintegrator II

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.

Dominance

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.

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.

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.

Duet

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).

Electrocharge II

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).

En Garde

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.

Enchanter Soul

Your team counts as having 2 additional Enchanters. Gain 12 gold.

Enforcer Heart

Your team counts as having 1 additional Enforcer. Gain a Sejuani.

Enforcer Soul

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.

Exiles II

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.

Featherweights I

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.

Featherweights III

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%.

Four Score

Gain 3 random 4-cost champions.

Future Sight I

Know who you will fight next. Gain a Zephyr.

Future Sight II

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.

Golden Gifts I

Gain 1 golden and 3 gray loot orb(s).

Golden Gifts II

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.

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.

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.

Hextech Crest

Gain a Hextech Emblem and a Nocturne.

Hextech Crown

Gain 2 Hextech Emblems.

Hextech Heart

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.

High Five

Gain 4 random 5-cost champions.

High Roller

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.

Innovator Heart

Your team counts as having 1 additional Innovator.

Innovator Soul

Your team counts as having 2 additional Innovators.

Instant Injection

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.

Item Grab Bag I

Gain 1 random completed item.

Item Grab Bag II

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.

Junkyard

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.

Keepers II

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.

Knife's Edge II

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.

Level Up!

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.

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.

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.

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.

Makeshift Armor I

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.

Makeshift Armor III

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.

Meditation I

Your units without items equipped restore 5 Mana per second.

Meditation II

Your units without items equipped restore 7 Mana per second.

Meditation III

Your units without items equipped restore 10 Mana per second.

Mercenary Crest

Gain a Mercenary Emblem and 3 gold.

Mercenary Heart

Your team counts as having 1 additional Mercenary.

Mercenary Soul

Your team counts as having 2 additional Mercenaries.

Metabolic Accelerator

Your Tactician moves faster and heals 2 Health after a PVP round.

Mutant Crest

Gain a Mutant Emblem and a Kassadin.

Mutant Crown

Gain 2 Mutant Emblems.

Mutant Heart

Your team counts as having 1 additional Mutant. Gain a Rek'Sai.

New Recruit

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.

Overpower

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).

Payday

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.

Phalanx II

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.

Phony Frontline

Gain 2 Target Dummies.

Pirates

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.

Radiant Relics

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.

Rich Get Richer

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.

Runic Shield II

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.

Salvage Bin

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.

Scholar Heart

Your team counts as having 1 additional Scholar. Gain a Zyra.

Scholar Soul

Your team counts as having 2 additional Scholars. Gain 8 gold.

Scrap Crest

Gain a Scrap Emblem and a Blitzcrank.

Scrap Heart

Your team counts as having 1 additional Scrap. Gain a Blitzcrank.

Scrap Soul

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.

Second Wind II

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.

Self Repair

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.

Sharpshooter

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.

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.

Sniper Crest

Gain a Sniper Emblem and an Ashe.

Sniper Crown

Gain 2 Sniper Emblems.

Sniper Heart

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.

So Small

Yordles gain 25% Dodge Chance. Gain a Corki.

Socialite Heart

Your team counts as having 1 additional Socialite.

Socialite Soul

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.

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.

Stand United I

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.

Stand United III

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.

Striker Crest

Gain a Striker Emblem and a Rek'sai.

Striker Crown

Gain 2 Striker Emblems.

Striker Heart

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%.

Syndicate Crest

Gain a Syndicate Emblem and a Zyra.

Syndicate Crown

Gain 2 Syndicate Emblems.

Syndicate Heart

Your team counts as having 1 additional Syndicate. Gain a Zyra.

The Golden Egg

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.

Three's Company

Gain 4 random 3-cost champions.

Thrill of the Hunt I

Your units heal 400 Health on kill.

Thrill of the Hunt II

Your units heal 700 Health on kill.

Tiny Titans

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.

Trade Sector

Gain a free Shop refresh each round.

Treasure Trove I

Gain 1 blue and 1 gray loot orb(s).

Treasure Trove II

Gain 1 blue and 2 gray loot orb(s).

Treasure Trove III

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.

Tri Force II

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.

True Justice

Your Enforcers deal true damage to enemies below 80% Health. Gain a Sejuani.

True Twos

Gain 2 random 2-star 2-cost units.

Twinshot Heart

Your team counts as having 1 additional Twinshot. Gain a Corki.

Twinshot Soul

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).

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.

Verdant Veil

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.

Weakspot I

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.

Weakspot III

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

Wise Spending

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).

Woodland Trinket

At the start of combat, your highest Attack Speed champion creates two 250 Health copies of themself (excluding items).

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