Silver
Gain 1 Tome of Traits.
Gain an Arcanist Emblem and a Swain.
Gain 2 Arcanist Emblems.
Your team counts as having 1 additional Arcanist. Gain a Swain.
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..
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Allies healed or shielded by Enchanters gain 45% stacking Attack Speed for the rest of combat (maximum once every 3 seconds). Gain a Lulu.
Colossus become invulnerable for 3 seconds when their Health drops to 50%. Gain a Cho'Gath.
After 15 seconds of combat, your units deal 50% more damage.
Gain an Assassin Emblem and a Talon.
Gain 2 Assassin Emblems.
Your team counts as having 1 additional Assassin. Gain a Talon.
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 30% Attack Speed.
Your units that start combat in the back 2 rows gain 45% Attack Speed.
Gain 2 Thief's Gloves.
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 45 Ability Power.
Your units that start combat in the front 2 rows gain 60 Ability Power.
Your champions equipped with 2 items temporarily gain a random completed item at the start of combat.
After casting their Ability, your units restore 10 Mana.
After casting their Ability, your units restore 20 Mana.
Gain a Bodyguard Emblem and a Darius.
Gain 2 Bodyguard Emblems.
Your team counts as having 1 additional Bodyguard. Gain a Blitzcrank.
5 seconds into combat, all enemies and non-Clockwork units are frozen in time for 4 seconds. Gain a Zilean.
Gain a Bruiser Emblem and a Sejuani.
Gain 2 Bruiser Emblems.
Your team counts as having 1 additional Bruiser. Gain a Sejuani.
Your units with no Traits active gain 300 Health and 60% Attack Speed.
Your units with no Traits active gain 400 Health and 70% Attack Speed.
Your units with no Traits active gain 500 Health and 80% Attack Speed.
After losing your combat, gain 2 gold and a free Shop refresh.
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 20% of the damage dealt by attacks and Abilities. Excess healing is converted to a shield up to 450 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.
Gain a Challenger Emblem and a Quinn.
Gain 2 Challenger Emblems.
Your team counts as having 1 additional Challenger. 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.
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 30% of their max Health as magic damage to enemies within 2 hexes. Gain a Zac.
Gain a Chemtech Emblem and a Warwick.
Gain 2 Chemtech Emblems.
Your team counts as having 1 additional Chemtech. 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.
If you have no champions on your bench at the end of a round, gain 3 experience points.
Gain a Clockwork Emblem and a Zilean.
Your team counts as having 1 additional Clockwork. Gain a Zilean.
Your team counts as having 2 additional Clockworks. Gain 8 gold.
Gain 3 random item components.
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.
Assassins Mana Reave the first unit they attack, increasing their maximum Mana by 50% until they cast. Gain a Talon.
Your champions holding an item gain 125 Health and 10 Attack Damage.
Your champions holding an item gain 200 Health and 20 Attack Damage.
Your champions holding an item gain 300 Health and 30 Attack Damage.
Your champions holding an item gain 125 Health and 30 Armor.
Your champions holding an item gain 200 Health and 45 Armor.
Your champions holding an item gain 300 Health and 60 Armor.
Your champions holding an item gain 125 Health and restore 2 Mana per second.
Your champions holding an item gain 200 Health and restore 3 Mana per second.
Your champions holding an item gain 300 Health and restore 4 Mana per second.
Gain a Debonair Emblem and a Syndra.
Gain 2 Debonair Emblems.
Your team counts as having 1 additional Debonair. Gain a Talon.
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 3% of the target's maximum Health.
Your units' attacks deal bonus magic damage equal to 4% of the target's maximum Health.
After winning your player combat, gain 1 bonus gold for every 2 surviving units.
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 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 45 Attack Damage, Ability Power, Armor, and Magic Resist. When you 3-star, gain a 2-star copy.
Summon 1 additional Socialite spotlight. Spotlighted units gain 200 Health. Gain a Senna.
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 85-145 (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).
The first time an enemy is attacked by a Challenger, they are Disarmed for 2.5 seconds. Gain a Warwick.
Your team counts as having 1 additional Enchanter. Gain a Lulu.
Your team counts as having 2 additional Enchanters. Gain 12 gold.
Your team counts as having 1 additional Enforcer. Gain a Sejuani.
Your team counts as having 2 additional Enforcers. Gain 8 gold.
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 45% maximum Health shield for 8 seconds.
Your units that start combat with no adajacent allies gain a 70% maximum Health shield for 8 seconds.
Your 1 and 2 cost champions gain 25% Attack Speed and Move Speed.
Your 1 and 2 cost champions gain 35% Attack Speed and Move Speed.
Your 1 and 2 cost units gain 55% Attack Speed and Move Speed.
All healing and shielding on your units is increased by 35%.
Gain 3 random 4-cost champions.
Know who you will fight next. Gain a Zephyr.
Know who you fight next. Gain a Radiant Zephyr.
Mercenaries deal 2% more damage per 1 gold you have. (Maximum +50%). Gain a Quinn.
Gain 1 golden and 3 gray loot orb(s).
Gain 2 golden and 4 gray loot orb(s).
Each time your Shop is refreshed, you have a 50% chance to gain a free refresh.
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 Hextech trait grants its bonuses to all of your Champions. This does not increase your number of Hextech units. Gain a Sejuani.
Gain a Hextech Emblem and a Nocturne.
Gain 2 Hextech Emblems.
Your team counts as having 1 additional Hextech. Gain a Swain.
Champions appear in your Shop as if you were 1 level higher. Gain 5 gold.
Gain 4 random 5-cost champions.
Gain 3 Loaded Dice and 8 gold.
If you have less than 10 gold at the end of a round, gain 2 gold.
Your team counts as having 1 additional Innovator.
Your team counts as having 2 additional Innovators.
Chemtechs now additionally trigger their bonuses at the start of combat. Gain a Warwick.
Debonair champions take 15% less damage. Gain a Leona.
Gain 1 random completed item.
Gain 2 random completed items and a Reforger.
Magic and true damage from your units' Abilities can critically strike. Your units gain 25% Critical Strike Chance.
Gain a random component every 4 combat rounds with the Scrap Trait active. Gain an Ezreal.
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 240 health shield for 8 seconds.
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 40 Attack Damage.
Your units that start combat in the first 2 rows gain 55 Attack Damage.
When you buy experience points, gain an additional 3. You can now reach level 10.
Scholars permanently gain 2 Ability Power after each combat, and an additional 2 if they survived. Gain a Syndra.
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 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 140-260 (based on current Stage) magic damage.
Your units with no items gain 35 Armor and Magic Resist.
Your units with no items gain 55 Armor and Magic Resist.
Your units with no items gain 75 Armor and Magic Resist.
Gain 5 bonus experience points per round. You can no longer use gold to level up.
Your units without items equipped restore 5 Mana per second.
Your units without items equipped restore 7 Mana per second.
Your units without items equipped restore 10 Mana per second.
Gain a Mercenary Emblem and 3 gold.
Your team counts as having 1 additional Mercenary.
Your team counts as having 2 additional Mercenaries.
Your Tactician moves faster and heals 2 Health after a PVP round.
Gain a Mutant Emblem and a Kassadin.
Gain 2 Mutant Emblems.
Your team counts as having 1 additional Mutant. Gain a Rek'Sai.
Gain +1 maximum team size.
When your Syndicates die, they grant your other Syndicates 15 Attack Damage and Ability Power. Gain an Ashe.
After every 2 attacks, Strikers gain 75% Critical Strike Chance on their next attack. Gain a Rek'sai.
Gain a random component. At the start of each round, items on your bench are randomized (excluding Tactician's Crown, Spatula, and consumables).
After winning your combat, gain 1 bonus gold for each surviving Syndicate. Gain an Ashe.
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 35 Armor and Magic Resist.
Your units that start combat in the back 2 rows gain 50 Armor and Magic Resist.
Gain 2 Target Dummies.
Mercenary units have a 66% chance to drop 1 gold when they kill an enemy. Gain a Quinn.
Open an Armory and choose 1 of 3 unique Artifacts crafted by Ornn.
Open an Armory and choose 1 of 4 unique Radiant items.
Champions on your board permanently transform into random champions that cost 1 more. Gain 2 Magnetic Removers.
Gain 12 gold. Your maximum interest is increased to 7.
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 450% of their Ability Power for 8 seconds. Gain a Vex.
Arcanists start combat with a shield equal to 600% of their Ability Power for 8 seconds.
Gain a random completed item. Selling champions breaks apart their full items into components (excluding Tactician's Crown).
Gain a Scholar Emblem and a Zyra.
Your team counts as having 1 additional Scholar. Gain a Zyra.
Your team counts as having 2 additional Scholars. Gain 8 gold.
Gain a Scrap Emblem and a Blitzcrank.
Your team counts as having 1 additional Scrap. Gain a Blitzcrank.
Your team counts as having 2 additional Scraps. Gain 8 gold.
After 10 seconds of combat, your units heal 50% of their missing Health.
After 10 seconds of combat, your units heal 75% of their missing Health.
After 10 seconds of combat, your units heal 100% of their missing Health.
When the Innovation dies, it will become untargetable and repair itself if an Innovator is still alive. Gain a Zilean.
Allies adjacent to a spotlight at the start of combat gain 125% of its bonuses. Gain a Senna.
Twinshot's ranged attacks and Abilities can bounce once, dealing 60% less damage. Gain a Corki.
Bruisers regenerate 2.5% of their maximum Health each second. Gain a Sejuani.
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.
Gain a Sniper Emblem and an Ashe.
Gain 2 Sniper Emblems.
Your team counts as having 1 additional Sniper. Gain a Ashe.
Snipers gain +8% damage for each round fought from the same starting hex. (Maximum +32%). Gain an Ashe.
Yordles gain 25% Dodge Chance. Gain a Corki.
Your team counts as having 1 additional Socialite.
Your team counts as having 2 additional Socialites.
After casting their Ability, Arcanists' next attack deals bonus magic damage equal to 180% of their Ability Power. Gain a Swain.
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.
Your units gain 2 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.
Your units gain 5 Attack Damage and Ability Power per Trait active across your army.
Your Hextech champions permanently gain 1 Ability Power each time they are hit by your Hexcore's pulses. Gain a Swain.
Gain a Striker Emblem and a Rek'sai.
Gain 2 Striker Emblems.
Your team counts as having 1 additional Striker. Gain a Rek'sai.
At the start of combat, burn all enemies for 20% of their maximum Health over 10 seconds and reduce healing received by 50%.
Gain a Syndicate Emblem and a Zyra.
Gain 2 Syndicate Emblems.
Your team counts as having 1 additional Syndicate. Gain a Zyra.
Gain a massive golden egg that hatches in 7 turns.
Free Yordles from the portal have 33% chance to arrive holding an item component. Gain a Lulu.
Gain 4 random 3-cost champions.
Your units heal 400 Health on kill.
Your units heal 700 Health on kill.
Your Tactician heals 35 Health, grows larger, and has 135 maximum Health.
Your units with more than 1400 maximum Health gain Attack Damage equal to 3% of their maximum Health.
Gain a free Shop refresh each round.
Gain 1 blue and 1 gray loot orb(s).
Gain 1 blue and 2 gray loot orb(s).
Gain 3 blue and 2 gray loot orb(s).
Your 3-cost units gain 233 Health, 13 starting Mana, and 13% Attack Speed.
Your 3-cost units gain 333 Health, 23 starting Mana, and 23% Attack Speed.
Your 3-cost units gain 433 Health, 33 starting Mana, and 33% Attack Speed.
Your Enforcers deal true damage to enemies below 80% Health. Gain a Sejuani.
Gain 2 random 2-star 2-cost units.
Your team counts as having 1 additional Twinshot. Gain a Corki.
Your team counts as having 2 additional Twinshots. Gain 4 gold.
Whenever your team has fewer units alive than your opponent, your units regenerate 9% Health each second (maximum: 150).
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.
Your units are immune to crowd control effects for the first 15 seconds of combat.
When an ally dies, they grant the Debonair VIP 30% of their maximum Health for the rest of combat. Gain a Syndra.
Your units' attacks ignore 20% 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.
Your units' attacks ignore 60% of the target's Armor and reduce healing received by 50% for 5 seconds.
Gain gold based on the number of augments you have now. 0 = 20g, 1 = 35g, 2 = 55g
Gain 4 gold.Gain 2 experience points when you refresh your Shop.
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 Attack Speed champion creates two 250 Health copies of themself (excluding items).