You cannot perform actions for the next 3 rounds. Afterwards, gain 20 gold.
Your Champions with no items equipped gain 120 Health and heal for 1% of their max Health each second.
Gain a Lesser Champion Duplicator. This happens a second time after 7 player combats.
Your team counts as having 1 additional Bastion. Gain a Kassadin.
Gain 1 gold per 3 Health your Tactician loses.
Gain a random Emblem and a Reforger.
Every 4 Shop refreshes, gain a free refresh.
Your team counts as having 1 additional Bruiser. Gain a Vi.
At the start of the next 2 rounds, gain a random item component.
Each time you level up, gain the same random Tier 2 champion.
Your team counts as having 1 additional Challenger. Gain a Warwick.
Gain a random component. Whenever you would get a random component, instead gain a component anvil.
Gain double win and loss streak gold.
Leveling up costs 3 XP less. You can now reach Level 10.
Your champions holding an item gain 250 health.
Your units holding an item gain 80 Health and 13% Omnivamp.
Your team counts as having 1 additional Deadeye. Gain an Ashe.
Your team counts as having 1 additional Gunner. Gain a Jinx.
Your units heal for 10% of the damage they deal, and they convert 20% of excess healing to true damage on their next attack.
When an enemy dies, the nearest allied unit is healed for 300.
If your streak is less than 2, gain 2 gold.
When your units score a Takedown they shed all negative effects and become immune to Crowd Control for 10 seconds.
Your team counts as having 1 additional Invoker. Gain a Soraka.
Gain a Component Anvil and 2 Gold.
Combat Start: Your strongest unit gains 40% critical strike chance and their spells can critically strike.
Your team counts as having 1 additional Juggernaut. Gain a Sett.
When you reach Level 9, gain 44 gold.
Gain an Ornn Item Anvil after 8 player combats.
Gain a copy of each Tier One champion.
Whenever you star-up a champion, gain a free reroll. Gain 2 gold.
Gain 1 Tier one unit, 2 Tier two units, and 1 Tier three unit.
Gain 1 random component, 2 Gold, and 1 random Tier 5 champion(s).
Gain 2 gold. At the start of every round, champions on the 3 rightmost bench slots transform into random champions of the same cost.
Gain a random component. Round Start: items on your bench are randomized (excluding Tactician's Crown, Spatula, and consumables).
Your units gain 8% Attack Speed. Each round, increase this by 0.5%.
Champions on your board permanently transform into random champions 1 Tier higher. Gain @NumRemovers@ Magnetic Removers.
Your units' attacks burn their targets for 8% of their maximum Health over 5 seconds and reduce their targets' healing received by 50%.
Your Tactician loses 20 Health, but after 7 Player combats, gain 30 Gold.
Your team counts as having 1 additional Rogue. Gain a Zed.
Your team counts as having 1 additional Shadow Isles. Gain a Viego and 1 gold.
Gain 10 XP.
Your team counts as having 1 additional Slayer. Gain a Kled.
Units that begin combat with no adjacent allies gain 12% Attack Damage and Ability Power.
Your team counts as having 1 additional Sorcerer. Gain a Swain.
When you kill an enemy unit, there's a 20% chance to drop loot.
Your Tactician heals 30 Health, grows larger, and has 130 maximum Health.
Your team gains 20 Health, plus 2 Health per missing Tactician Health.
Your units without items equipped gain 30% Attack Speed.
If you have 3 or more units in the same row at the start of combat, they all gain 18 Armor and Magic Resist.
You can always move freely on Carousel rounds. Gain a random component.
Your team counts as having 1 additional Zaun. Gain a Warwick.