Bruisers regenerate 2.5% of their maximum Health each second. Gain a Sejuani.
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 champions holding an item gain 100 Health and 8 Attack Damage.
Your champions holding an item gain 100 Health and 20 Armor.
Your champions holding an item gain 100 Health and restore 2 Mana per second.
Your units that start combat with no adajacent allies gain a 25% maximum Health shield for 10 seconds.
Your units gain 1 Attack Damage and Ability Power per Trait active across your army.
When your units receive critical strikes, they deal 50-110 (based on current Stage) magic damage to nearby enemies. (1 second cooldown).
Your 1 and 2 cost champions gain 25% Attack Speed and Move Speed.
All healing and shielding on your units is increased by 25%.
Gain 1 random completed item.
When your units cast and deal Ability damage, the first target hit and a nearby enemy take 40-130 (based on current Stage) magic damage.
Your units with no items gain 30 Armor and Magic Resist.
Your units without items equipped restore 4 Mana per second.
Gain a random component. At the start of each round, items on your bench are randomized (excluding Tactician's Crown, Spatula, and consumables).
Champions on your board permanently transform into random champions that cost 1 more. Gain 2 Magnetic Removers.
After 10 seconds of combat, your units heal 40% of their missing Health.
Your units heal 400 Health on kill.
Your Tactician heals 30 Health, grows larger, and has 130 maximum Health.
Your units with no Traits active gain 250-400 Health and 40-70% Attack Speed. (based on current Stage)
Your Tier 3 champions gain 133 Health, 13 starting Mana, and 13% Attack Speed.
If you have exactly 2 copies of a champion on your board, they both gain 22 Attack Damage, Ability Power, Armor, and Magic Resist. When you 3-star, gain a 2-star copy.
Your units' attacks ignore 20% of the target's Armor and reduce healing received by 50% for 3 seconds.
You cannot perform actions for the next 3 rounds. Afterwards, gain 20 gold.
Your team counts as having 1 additional Assassin. Gain a Kayn.
Your team counts as having 1 additional Astral. Gain a Nami.
Your units gain 25 Mana on kill.
Gain 1 Thief's Gloves.
Your units that start combat only adjacent to each other gain 10% Attack Speed and 15 Armor.
Your units that start combat next to a unit with over 2000 Health take 10% less damage for the rest of combat.
Your team counts as having 1 additional Bruiser. Gain a Shen.
Your team counts as having 1 additional Cannoneer. Gain a Tristana.
Your team counts as having 1 additional Cavalier. Gain a Lillia.
Your team counts as having 1 additional Evoker. Gain a Lulu.
Your team counts as having 1 additional Guardian. Gain a Thresh.
Your team counts as having 1 additional Guild. Gain a Twitch.
Gain a Jade Emblem and a Ashe.
Gain 45 gold when you reach Level 9.
Your team counts as having 1 additional Mage. Gain a Nami.
Your team counts as having 1 additional Mirage. Gain a Yone.
Your team counts as having 1 additional Mystic. Gain a Nami.
Units on your bench gain 6 Attack Damage and Ability Damage every round, up to 24.
Your team counts as having 1 additional Ragewing. Gain a Shen.
Your team counts as having 1 additional Revel. Gain a Jinx.
Your team counts as having 1 additional Scalescorn. Gain a Braum.
Your team counts as having 1 additional Shapeshifter. Gain a Gnar.
Gain a Shimmerscale Emblem and a Kayn.
Your team counts as having 1 additional Swiftshot. Gain a Twitch.
Your team counts as having 1 additional Tempest. Gain a Qiyana.
Your team counts as having 1 additional Warrior. Gain a Yone.
Your team counts as having 1 additional Whispers. Gain a Thresh.