Check the latest information for Set 6: Gizmos & Gadgets

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

Gold

Arcane Crest

Gain an Arcanist Emblem and a Swain.

Armor Plating

Colossus become invulnerable for 2 seconds when their Health drops to 60% and 30%.

Assassin Crest

Gain an Assassin Emblem and a Talon.

Binary Airdrop

Your champions equipped with 2 items temporarily gain a random completed item at the start of combat.

Bodyguard Crest

Gain a Bodyguard Emblem and a Darius.

Broken Stopwatch

5 seconds into combat, all enemies and non-Clockwork units are frozen in time for 4 seconds.

Bruiser Crest

Gain a Bruiser Emblem and a Trundle.

Built Different II

Your units with no Traits active gain 400 Health and 60% Attack Speed.

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.

Challenger Crest

Gain a Challenger Emblem and a Quinn.

Chemical Overload II

Chemtechs explode on death, dealing 30% of their max Health as magic damage to enemies within 2 hexes.

Chemtech Crest

Gain a Chemtech Emblem and 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.

Cybernetic Implants II

Your champions holding an item gain 250 Health and 20 Attack Damage.

Exiles II

Your units that start combat with no adajacent allies gain a 45% maximum Health shield for 8 seconds.

Featherweights II

Your 1 and 2 cost champions gain 35% Attack Speed and movement speed.

Gold Reserves

Mercenaries deal 1% more damage per 1 gold you have. (Maximum +60%)

Instant Injection

Chemtechs now additionally trigger their bonuses at the start of combat.

Junkyard

Gain a random component every 3 combat rounds with the Scrap Trait active.

Knife's Edge II

Your units that start combat in the front 2 rows gain 35 Attack Damage.

Makeshift Armor II

Your units with no items gain 55 Armor and Magic Resist.

Mercenary Crest

Gain a Mercenary Emblem and 3 gold.

Metabolic Accelerator

Your Tactician moves faster and heals 2 Health at the end of each PVP round.

Mutant Crest

Gain a Mutant Emblem and a Kassadin.

Portable Forge

Open an Armory and choose 1 of 3 unique Artifacts crafted by Ornn.

Rich Get Richer

Gain 10 gold. Your maximum interest is increased to 7.

Runic Shield II

Arcanists start combat with a shield equal to 450% 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 Heimerdinger.

Scrap Crest

Gain a Scrap Emblem and a Blitzcrank.

Share the Spotlight

Allies adjacent to a spotlight at the start of combat gain 100% of its bonuses.

Sharpshooter

Twinshot's ranged attacks and Abilities can bounce once, dealing 45% less damage.

Smoke Bomb

The first time Assassins drops to 60% health, they briefly enter stealth, becoming untargetable and shedding all negative effects. Any excess damage is reduced by 80%.

Sniper Crest

Gain a Sniper Emblem and a Tristana.

Spell Blade

After casting their Ability, Arcanists' next attack deals bonus magic damage equal to 225% of their Ability Power. Spell Blade's damage is considered Ability damage.

Stand United II

Your units gain 3 Attack Damage and Ability Power per Trait active across your army.

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.

Thrill of the Hunt II

Your units heal 700 Health on kill.

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.

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