Gold
Gain a Deathblade. Champions with Deathblade have a 25% chance to drop 1 gold on kill.
Your Juggernaut units deal 10% extra damage, increased to 20% for the rest of combat when they fall below 60% Health. Gain 2 Juggernauts.
Your units with no items equipped gain 150 Health and heal for 2% of their max Health each second.
Gain 1 Tome of Traits and 3 gold.
Gain a Bastion Emblem and a Kassadin.
Gain a Bilgewater Emblem and a Twisted Fate.
Gain a Bruiser Emblem and a Vi.
Your units with no Traits active gain 250-500 Health and 40-60% Attack Speed (based on current Stage).
At the start of the next 3 rounds, gain a random item component.
Gain a Blacksmith's Gloves, which equips two temporary Artifacts each round.
Gain a component anvil when you reach level 5, 6, 7, and 8.
Gain a Challenger Emblem and a Warwick.
Your Chem Modded units gain 500 Health. Allies that start combat adjacent to them gain 250 Health. Gain 2 Zaun units.
Your units gain a 90-170 (based on current Stage) health shield for 6 seconds after casting their spell.
Combat Start: Infect the highest health enemy, increasing their damage taken by 18%. Every 5 seconds or on death, the infection spreads to 2 nearby units.
Your champions holding an item gain 300 health.
Your units holding an item gain 120 Health and 15% Omnivamp.
The first time you field at least 4 distinct units of the same trait in a player combat, gain an Emblem for that trait.
Combat Start and on takedown: Your Challenger units gain a 100-250 health shield for 2.5 seconds (based on current Stage). Gain 2 Challenger units.
Gain a Demacia Emblem and a Galio.
Gain a Swain. Your strongest Swain deals 2.5% increased damage per 100 max Health.
When you field exactly 2 copies of a champion, they both gain 30% Attack Damage and 30 Ability Power, Armor, and Magic Resist. When you 3-star, gain a 2-star copy.
Your Gunner units gain 8% Attack Speed, plus 2% per Gunner stack. Gain 2 Gunners.
Your champions permanently gain 1 Ability Power whenever they kill an enemy. Champions start with 15 bonus Ability Power.
Your champions permanently gain 18 Health every time they kill an enemy. Champions start with 100 bonus Health.
Gain a Training Dummy. Each round, if it survives combat, gain 3 gold.
Your team counts as having 1 additional Freljord. Gain an Ashe.
After you refresh your shop 8 times, your refreshes cost 1 for the rest of the game.
Gain a Titan's Resolve. Your Titan's Resolves can continue stacking to 40 instead of 25.
Your units gain 3% Attack Damage, 3 Ability Power, 3 Armor, and 3 Magic Resist. When one of your units dies, all your units gain these stats again.
Gain a Gunner Emblem and a Jinx.
Your units heal for 15% of the damage they deal, and they convert 25% of excess healing to true damage on their next attack.
When an enemy dies, the nearest allied unit is healed for 500.
Instead of having no interest, you get 3 golds at the beginning of player combat rounds.
Gain a Hand of Justice. Champions with a Hand of Justice deal 12% increased damage.
Your team restores 20 Mana every 6 seconds.
Gain an Invoker Emblem and a Soraka.
Gain a Ionia Emblem and a Sett.
Your team counts as having 1 additional Ixtal. Gain a Qiyana.
Your units' Abilities can critically strike. Your units gain 15% Critical Strike chance.
Gain an Juggernaut Emblem and a Sett.
Your units deal 12% increased damage. If you and your opponent have any of the same traits activated, they deal 18% increased damage instead.
The first time you would be eliminated or reduced to 1 Health, instead remain alive. After this effect triggers, your units permanently gain 180 Health, 18 Armor and Magic Resist, and 18% Omnivamp.
Gain a Tome of Traits and a Component Anvil
Combat start: Your two furthest champions form a bond, sharing 22% of their Armor, Magic Resist, Attack Damage, and Ability Power with each other.
Your team gains 2 Ability Power until the end of combat each time your Invoker units cast their Abilities. Gain 2 Invokers.
Gain a Needlessly Large Rod. Your units gain 18% Ability Power.
Gain a Shroud of Stillness. All enemies take 1.5% of their maximum health as true damage each second until the first time they cast their spell. No longer damages units without mana.
Whenever one of your units dies, all allies heal for 10% of Maximum health
Your Tactician moves faster and heals 2 Health after a PvP round.
When your Bastion units drop below 50% Health, they heal for 40% of their maximum Health over 4 seconds. Gain 2 Bastion units.
Gain an Edge of Night. Allies holding Edge of Night gain 35% Attack Speed.
Gain a Noxus Emblem and a Swain.
Combat Start: Your Sorcerer units gain 10 mana. The first time each Sorcerer gets a take down each combat, they gain 20 mana. Gain 2 Sorcerers.
Gain 1 random components. Round Start: items on your bench are randomized (excluding Tactician's Crown, Spatula, and consumables).
When a unit dies, they pass a temporary copy of one of their items to the nearest ally with open slots and shield them for 50% of their maximum Health.
After player combat, gain 2 XP if you won or 3 XP if you lost. You can now reach Level 10.
Each time your Multicaster units deal ability damage, they gain 9%% Ability power (Max: 90%%) until the end of combat. Gain 2 Multicasters.
Your Demacians deal 12% more damage, increased to 18% against Noxians and enemies with 100 or more maximum Mana. Gain 2 Demacians.
Your team counts as having 1 additional Piltover. Gain a Vi.
Open an Armory and choose 1 of 2 unique Artifacts crafted by Ornn.
Open an Armory and choose 1 of 3 unique Artifacts crafted by Ornn.
Open an Armory and choose 1 of 4 unique Artifacts crafted by Ornn.
Your units gain 8% Attack Speed. Each round, increase this by 1%.
Gain a Warwick. When your strongest Warwick takes or deals damage, he gains 4% Attack Damage and 4 Ability Power, Armor, and Magic Resist, stacking up to 55 times.
Allies heal for 10% of their max Health every 5 seconds. Allies that started combat in an elemental hex heal for 15% instead. Gain 2 Ixtal champions.
After you refresh your shop 18 times, gain a Tactician's Crown.
Gain 12 gold. Your maximum interest is increased to 7.
Gain 18 gold. Your maximum interest is increased to 7.
Before casting, your strongest Kassadin gains 38 AP and blinks to the furthest enemy within 3 hexes, but his spell no longer disarms or shields. His mana cost is reduced by 30. Gain a Kassadin.
Round start: Get a level 1 treasure chest. Your cannon barrages permanently improve future chests. Gain 2 Bilgewater units.
Round start: Get a level 2 treasure chest. Your cannon barrages permanently improve future chests. Gain 2 Bilgewater units.
Round start: Get a level 4 treasure chest. Your cannon barrages permanently improve future chests. Gain 2 Bilgewater units.
Gain a Rogue Emblem and a Qiyana.
Gain a random completed item now, and a component after @NumRounds@ player combats. Selling champions breaks apart their full items into components (excluding Tactician's Crown).
Gain a random completed item now, and a component after @NumRounds@ player combats. Selling champions breaks apart their full items into components (excluding Tactician's Crown).
At the start of combat, maximum of 4 components on your champions turn into temporary items for the rest of combat. At the start of the next 1 stages, gain a component.
While in spirit form, your Ionia units gain 10% Attack Speed and shield themselves for 15% of their maximum Health. Gain 2 Ionians.
Your Piltover units gain 8% Bonus Damage every 10 gold you have (Max: 40%), and have a 33% chance to drop 1 gold at round start. Gain an Ekko.
After your first shop refresh each turn, gain the highest cost champion for free.
Gain a Shurima Emblem and a Taliyah.
Each time your Shop is refreshed, you have a 30% chance to gain a free refresh.
Gain a Slayer Emblem and a Qiyana.
When your Slayer units take or deal damage, they gain 2 Armor and Magic Resistance for the rest of combat (This can stack up to 25 times). Gain 2 Slayers.
Gain a Thief's Gloves. Champions holding Thief's Gloves gain 200 Health and 20% Attack Speed.
Units that begin combat with no adjacent allies gain 16% Attack Damage and Ability Power.
Gain a Sorcerer Emblem and a Swain.
When you kill an enemy unit, there's a 30% chance to drop loot.
Your Void units gain 60 Health and 6% Attack Damage and Ability Power for each star level they have. Gain 2 Void units.
The first tier 1 unit and tier 2 unit you buy are upgraded to 2-star. Gain a 3 gold.
Gain 1 Training Dummy(s). It has 1 random Support Item(s) equipped, which cannot be removed.
While you have the Targon trait activated, your units gain 40% Attack Speed for 4 seconds after being healed or shielded. Gain 2 Targonians.
When your Vanquisher's attacks and Abilities critically strike, they heal the ally with the most missing Health by 1% of that ally's max Health. Gain 2 Vanquishers.
Your team counts as having 1 additional Strategist. Gain a Swain.
Open an Armory and choose 1 of 4 unique Support items.
Your units gain 4% Attack Damage and Ability Power for each of their traits you have activated, doubled when you field a Strategist. Gain 2 Strategists.
Your team counts as having 1 additional Targon. Gain a Soraka.
Gain a Sett. The first time your strongest Sett falls below 60% Health, he takes a break to do sit-ups. Each sit-up heals him 10% of his max Health and grants 40% Attack Speed and Ability Power.
Gain 4 random Tier 3 champions.
Your units gain 100 Health for each unique Tier 3 unit you field.
Bruisers gain % increased Attack Damage equal to 1.5% of their maximum Health. Gain 2 Bruisers.
Your team gains 44 Health, 4% Attack Damage, 4 Ability Power, 4 Armor, 4 Magic Resist, 4% Attack Speed, and 4 Mana.
Noxus units' attacks and Abilities execute enemies below 5% Health, increased by 1% for each player you've Conquered. Gain 2 Noxians.
Gain a free Shop refresh each round.
Your team gains 40 Health, plus 3 Health per missing Tactician Health.
Your units gain 100 Health for each unique Tier 2 unit you field.
If you have 3 or more units in the same row at the start of combat, they all gain 25 Armor and Magic Resist.
Your team gains 10% Omnivamp. Your Rogue units gain 15% instead. Gain 2 Rogues.
Gain a Vanquisher Emblem and an Ashe.
Gain a Void Emblem, Kassadin.
After losing your combat, gain 2 gold. Every 4 losses, gain a random component.
Gain a Galio. Your strongest Galio's ability gets larger with each cast, and enemies hit take magic damage equal to 10% of his max Health each second.
Gain a Recurve Bow. Your units gain 12% Attack Speed.
Gain a B.F. Sword. Your units gain 15% Attack Damage.
Gain a Zaun Emblem and a Warwick.