Silver
Gain 1 Tome of Traits.
Your team counts as having 1 additional Arcanist. Gain a Swain.
Allies healed or shielded by Enchanters gain 50% stacking Attack Speed for the rest of combat (maximum once every 4 seconds).
After 15 seconds of combat, your units deal 50% more damage.
Your team counts as having 1 additional Assassin. Gain a Talon.
Your team counts as having 1 additional Bodyguard. Gain a Blitzcrank.
Your team counts as having 1 additional Bruiser. Gain a Trundle.
Your units with no Traits active gain 300 Health and 50% 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 team counts as having 1 additional Challenger. Gain a Quinn.
Chemtechs explode on death, dealing 20% of their max Health as magic damage to enemies within 2 hexes.
Your team counts as having 1 additional Chemtech. Gain a Zac.
Your team counts as having 1 additional Clockwork. Gain a Zilean.
Assassins Mana Reave the first unit they attack, increasing their maximum Mana by 65% until they cast.
Your champions holding an item gain 150 Health and 10 Attack Damage.
After winning your player combat, gain 1 bonus gold for every 2 surviving units.
Summon 1 additional Socialite spotlight. Spotlighted units gain 400 Health.
The first time an enemy is attacked by a Challenger, they are Disarmed for 3 seconds.
Your team counts as having 1 additional Enchanter. Gain a Taric.
Your team counts as having 1 additional Enforcer. Gain a Vi.
Your units that start combat with no adajacent allies gain a 30% maximum Health shield for 8 seconds.
Your 1 and 2 cost champions gain 25% Attack Speed and movement speed.
All healing and shielding on your units is increased by 35%.
If you have less than 10 gold at the end of a round, gain 2 gold.
Your team counts as having 1 additional Innovator.
Gain 1 random completed item(s).
Your units that start combat in the front 2 rows gain 25 Attack Damage.
Scholars permanently gain 2 Ability Power after each combat, and an additional 2 if they survived.
Your units with no items gain 35 Armor and Magic Resist.
Your team counts as having 1 additional Mercenary.
Your team counts as having 1 additional Mutant. Gain a Kog'Maw.
When your Syndicates die, they grant your other Syndicates 20 Attack Damage and Ability Power.
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 2 Target Dummies.
Mercenary units have a 50% chance to drop 1 gold when they kill an enemy.
Arcanists start combat with a shield equal to 300% of their Ability Power for 8 seconds.
Your team counts as having 1 additional Scholar. Gain a Zyra.
Your team counts as having 1 additional Scrap. Gain a Blitzcrank.
When the Innovation dies, it will become untargetable and repair itself if an Innovator is still alive.
Bruisers regenerate 2.5% of their maximum Health each second.
Your team counts as having 1 additional Sniper. Gain a Tristana.
Snipers gain +10% damage for each round fought from the same starting hex. (Maximum +40%)
Yordles gain 35% Dodge Chance.
Your team counts as having 1 additional Socialite.
Increases the Bodyguard Armor bonus by 25%. At the start of combat, Bodyguards grant 100% of their Armor bonus to non-Bodyguard allies directly behind them (does not stack).
Your units gain 2 Attack Damage and Ability Power per Trait active across your army.
Your team counts as having 1 additional Syndicate. Gain a Zyra.
Your units heal 400 Health on kill.
Your team counts as having 1 additional Twinshot. Gain a Kog'Maw.
Whenever your team has fewer units alive than your opponent, your units regenerate 9% of their missing 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.
Your units' attacks ignore 20% of the target's Armor and reduce healing received by 50% for 5 seconds.