Gold
Gain a Deathblade. Champions with Deathblade have a 33% chance to drop 1 gold on kill.
Your Juggernaut units deal 10% extra damage, increased to 25% for the rest of combat when they fall below 50% Health. Gain 2 Juggernauts.
Your units with no items equipped gain 150 Health and heal for 2% of their max Health each second.
Gain a Shimmerscale Item armory that offers 3 options. Shimmerscale items aid gold generation.
Gain 1 Tome of Traits and 5 gold.
Gain a Bastion Emblem and a Kassadin.
Gain a Bruiser Emblem and a Vi.
Your units with no Traits active gain 200-425 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 Ornn 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 100 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 20%. Every 5 seconds or on death, the infection spreads to 2 nearby units.
Your champions holding an item gain 350 health.
Your units holding an item gain 120 Health and 18% Omnivamp.
Gain a Deadeye Emblem and an Ashe.
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 75-225 health shield for 2.5 seconds (based on current Stage). Gain 2 Challenger units.
Gain a Demacia Emblem and a Galio.
When you field exactly 2 copies of a champion, they both gain 33% Attack Damage and 33 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 35 instead of 25.
Your units gain 4% Attack Damage, 4 Ability Power, 4 Armor, and 4 Magic Resist. When one of your units dies, all your units gain these stats again.
When your Freljordian Storm strikes, your units are shielded for 15% of their maximum Health and gain 8% Attack Speed. Gain 2 Freljord units.
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.
If Shadow Isles is active, your units gain 13 Armor and Magic Resistance for the rest of combat each time an ally dies. Gain 2 Shadow Isles units.
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 13% increased damage.
Your team restores 20 Mana every 5 seconds.
Gain an Invoker Emblem and a Soraka.
Gain a Ionia Emblem and a Sett.
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 20% 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 25% 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 20% Ability Power.
Gain a Shroud of Stillness. All enemies take 2% 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 2 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 40% 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 6%% Ability power (Max: 90%%) until the end of combat. Gain 2 Multicasters.
Your Demacians deal 15% more damage, increased to 22% against Noxians and enemies with 100 or more maximum Mana. Gain 3 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 10% Attack Speed. Each round, increase this by 1%.
After you refresh your shop 20 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.
Gain a Rogue Emblem and a Zed.
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).
Your units that start combat in the back 2 rows gain +2 Attack Range and 15% Attack Speed.
At the start of combat, maximum of 5 components on your champions turn into temporary items for the rest of combat. At the start of the next 2 stages, gain a component.
While in spirit form, your Ionia units gain 15% Attack Speed and shield themselves for 15% of their maximum Health. Gain 3 Ionians.
Gain a Shadow Isles Emblem, a Maokai, and 1 gold.
Your Piltover units gain 7% 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.
Once assembled, your Sun Disc attacks enemies for 160-800 Magic Damage every 2 seconds (based on current Stage). Gain 3 Shurimans.
Each time your Shop is refreshed, you have a 30% chance to gain a free refresh.
Gain a Slayer Emblem and a Kled.
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 Thiefs Gloves. Your allies holding Thiefs Gloves gain 30% Attack Speed.
Units that begin combat with no adjacent allies gain 18% 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 3 Void units.
The first tier 1 unit and tier 2 unit you buy are upgraded to 2-star. Gain a 3 gold.
While you have the Targon trait activated, your units gain 45% Attack Speed for 4 seconds after being healed or shielded. Gain 2 Targonians.
Your team counts as having 1 additional Strategist. Gain a Swain.
The target of your Deadeye units' shared attack is stunned for 8 seconds. Gain 2 Deadeyes.
Your units gain 5% 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 4 random Tier 3 champions.
Your units gain 111 health for each Tier-3 unique unit you field.
Bruisers gain % increased Attack Damage equal to 1.5% of their maximum Health. Gain 2 Bruisers.
Your team gains 35 Health, 5% Attack Damage, 5 Ability Power, 5 Armor, 5 Magic Resist, 5% Attack Speed, and 5 Mana.
Attacks and Abilities of your Noxus units execute enemies below 8% of their maximum Health, increased by +1% for each player you've Conquered. Gain 3 Noxians.
Gain a free Shop refresh each round.
Your team gains 40 Health, plus 3 Health per missing Tactician Health.
Your units gain 111 health for each Tier-2 unique unit you field.
Your units without items equipped gain 55% Attack Speed.
If you have 3 or more units in the same row at the start of combat, they all gain 30 Armor and Magic Resist.
Round Start: Gain a random Yordle or 1-5 gold (based on current Stage). Gain 3 Yordles.
Your team gains 10% Omnivamp. Your Rogue units gain 20% instead. Gain 2 Rogues.
Gain a Void Emblem, Kassadin.
After losing your combat, gain 2 gold. Every 5 losses, gain a random component.
Gain a Recurve Bow. Your units gain 15% Attack Speed.
Gain a B.F. Sword. Your units gain 18% Attack Damage.
Gain a Zaun Emblem and a Warwick.