Your team counts as having 1 additional A.D.M.I.N. Gain a Camille.
Your team counts as having 1 additional Aegis. Gain a Vi.
You cannot perform actions for the next 3 rounds. Afterwards, gain 18 gold.
Your team counts as having 1 additional Anima Squad. Gain a Jinx.
Gain 1 Thief's Gloves.
Your units that start combat in the front 2 rows gain 15 Armor and 15 Ability Power.
Your units that start combat next to a unit with over 1600 Health take 9% less damage for the rest of combat.
Your team counts as having 1 additional Brawler. Gain a Vi.
Your units heal for 10% of the damage dealt by attacks and Abilities. Excess healing is converted to a shield up to 200 Health.
Gain double win and loss streak gold.
Your champions holding an item gain 80 Health and 10% Attack Damage.
Your champions holding an item gain 80 Health and 30 Armor.
Your champions holding an item gain 80 Health and restore 2 Mana per second.
Your team counts as having 1 additional Defender. Gain a Rell.
Your units that start combat with no adajacent allies gain a 25% maximum Health shield for 10 seconds.
Your units gain 1.5% Attack Damage and 1.5 Ability Power per Trait active across your army.
Your team counts as having 1 additional Duelist. Gain a Fiora.
When your units receive critical strikes, they deal 30-90 (based on current Stage) magic damage to nearby enemies. (1 second cooldown).
Your 1 and 2 cost champions gain 20% Attack Speed and Move Speed.
All healing and shielding on your units is increased by 25%.
Know who you will fight next. Gain a Zephyr.
Your team counts as having 1 additional Gadgeteen. Gain an Poppy.
Your team counts as having 1 additional Hacker. Gain 2 gold.
Your team counts as having 1 additional Heart. Gain a Lee Sin.
Gain 1 random completed item.
Your units that start combat in the front 2 rows gain 15 Attack Damage.
Gain 40 gold when you reach Level 9.
When your units cast and deal Ability damage, the first target hit and a nearby enemy take 35-80 (based on current Stage) magic damage.
Your units with no items gain 30 Armor and Magic Resist.
Your team counts as having 1 additional Mascot. Gain a Yuumi.
Your team counts as having 1 additional Ox Force. Gain a Fiora.
Gain 2 gold. At the start of every turn, Champions on the 3 rightmost bench slots transform into random champions of the same cost.
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 bench permanently gain 25 Health, 3% Attack Damage and 3 Ability Power every round. Champions start with I stack of this effect, and can stack up to 4 times.
Champions on your board permanently transform into random champions 1 Tier higher. Gain 2 Magnetic Removers.
Your team counts as having 1 additional Recon. Gain an Ezreal.
Your team counts as having 1 additional Renegade. Gain a Camille.
After 10 seconds of combat, your units heal 40% of their missing Health.
Your team counts as having 1 additional Spellslinger. Gain an Annie.
Your team counts as having 1 additional Star Guardian. Gain a Yuumi.
Your team counts as having 1 additional Sureshot. Gain a Sivir.
Your units heal 350 Health on kill.
Your Tactician heals 30 Health, grows larger, and has 130 maximum Health.
Your Tier 3 champions gain 75 Health, 10 starting Mana, and 10% Attack Speed.