After losing your combat, gain 2 gold and a free Shop refresh.
Gain 1 Tome of Traits.
After winning your player combat, gain 1 bonus gold for every 2 surviving units.
Gain 1 random completed item.
Gain 2 Target Dummies.
If you have less than 10 gold at the end of a round, gain 2 gold.
Gain a random component. At the start of each round, items on your bench are randomized (excluding Tactician's Crown, Spatula, and consumables).
After 15 seconds of combat, your units deal 50% more damage.
Your units with no Traits active gain 300 Health and 60% Attack Speed.
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 units that start combat in the front 2 rows gain 30 Attack Damage.
Your champions holding an item gain 125 Health and 10 Attack Damage.
Your units that start combat with no adajacent allies gain a 30% maximum Health shield for 8 seconds.
Your 1 and 2 cost champions gain 25% Attack Speed and Move Speed.
All healing and shielding on your units is increased by 35%.
Your units with no items gain 35 Armor and Magic Resist.
Your units gain 2 Attack Damage and Ability Power per Trait active across your army.
Your units heal 400 Health on kill.
Whenever your team has fewer units alive than your opponent, your units regenerate 9% Health each second (maximum: 150).
Your units' attacks ignore 20% of the target's Armor and reduce healing received by 50% for 5 seconds.
Your team counts as having 1 additional Arcanist. Gain a Swain.
Arcanists start combat with a shield equal to 300% of their Ability Power for 8 seconds. Gain a Swain.
Your team counts as having 1 additional Assassin. Gain a Talon.
Assassins Mana Reave the first unit they attack, increasing their maximum Mana by 50% until they cast. Gain a Talon.
Your team counts as having 1 additional Bodyguard. Gain a Blitzcrank.
Bodyguards' Armor bonus is increased by 25%. At the start of combat, Bodyguards grant 100% of their Armor bonus to non-Bodyguard allies directly behind them (does not stack). Gain a Blitzcrank.
Your team counts as having 1 additional Bruiser. Gain a Sejuani.
Bruisers regenerate 2.5% of their maximum Health each second. Gain a Sejuani.
Your team counts as having 1 additional Challenger. Gain a Quinn.
The first time an enemy is attacked by a Challenger, they are Disarmed for 2.5 seconds. Gain a Warwick.
Chemtechs explode on death, dealing 20% of their max Health as magic damage to enemies within 2 hexes. Gain a Warwick.
Your team counts as having 1 additional Chemtech. Gain a Warwick.
Your team counts as having 1 additional Clockwork. Gain a Zilean.
Your team counts as having 1 additional Enchanter. Gain a Lulu.
Allies healed or shielded by Enchanters gain 45% stacking Attack Speed for the rest of combat (maximum once every 3 seconds). Gain a Lulu.
Your team counts as having 1 additional Enforcer. Gain a Sejuani.
When the Innovation dies, it will become untargetable and repair itself if an Innovator is still alive. Gain a Zilean.
Your team counts as having 1 additional Mercenary.
Mercenary units have a 66% chance to drop 1 gold when they kill an enemy. Gain a Quinn.
Your team counts as having 1 additional Mutant. Gain a Rek'Sai.
Mutants randomly gain one of the following when they reach 2 star: 500 Health, 30% Attack Speed, 30 Attack Damage, or 30 Ability Power. These bonuses stack. Gain a Rek'sai.
Your team counts as having 1 additional Scholar. Gain a Zyra.
Scholars permanently gain 2 Ability Power after each combat, and an additional 3 if they survived. Gain a Syndra.
Your team counts as having 1 additional Scrap. Gain a Blitzcrank.
Your team counts as having 1 additional Sniper. Gain a Ashe.
Summon 1 additional Socialite spotlight. Spotlighted units gain 200 Health. Gain a Senna.
Your team counts as having 1 additional Socialite.
Your team counts as having 1 additional Syndicate. Gain a Zyra.
When your Syndicates die, they grant your other Syndicates 15 Attack Damage and Ability Power. Gain an Ashe.
After winning your combat, gain 1 bonus gold for each surviving Syndicate. Gain an Ashe.
Your team counts as having 1 additional Twinshot. Gain a Corki.
Gain 1 blue and 1 gray loot orb(s).
Champions on your board permanently transform into random champions that cost 1 more. Gain 2 Magnetic Removers.
At the start of combat, your units grant adjacent allies a 160 health shield for 8 seconds.
When your units receive critical strikes, they deal 60-105 (based on current Stage) magic damage to nearby enemies. (1 second cooldown).
Your units' attacks deal bonus magic damage equal to 1.5% of the target's maximum Health.
When your units cast and deal Ability damage, the first target hit and a nearby enemy take 70-130 (based on current Stage) magic damage.
Your units that start combat in the back 2 rows gain 20% Attack Speed.
Your units that start combat in the back 2 rows gain 25 Armor and Magic Resist.
Your units that start combat in the front 2 rows gain 25 Ability Power.
Your units without items equipped restore 5 Mana per second.
Your champions holding an item gain 125 Health and restore 2 Mana per second.
Your champions holding an item gain 125 Health and 25 Armor.
After 10 seconds of combat, your units heal 50% of their missing Health.
If you have exactly 2 copies of a champion on your board, they both gain 25 Attack Damage, Ability Power, Armor, and Magic Resist. When you 3-star, gain a 2-star copy.
Your 3-cost units gain 133 Health, 13 starting Mana, and 13% Attack Speed.
After casting their Ability, your units restore 10 Mana.
Your Enforcers deal true damage to enemies below 80% Health. Gain a Sejuani.
Your team counts as having 1 additional Debonair. Gain a Talon.
Your Hextech champions permanently gain 1 Ability Power each time they are hit by your Hexcore's pulses. Gain a Swain.
The first time a Hextech champion drops below 60% Health, they increase nearby enemies' maximum Mana by 50% until they cast. Gain a Nocturne.
After every 2 attacks, Strikers gain 75% Critical Strike Chance on their next attack. Gain a Rek'sai.
Your team counts as having 1 additional Striker. Gain a Rek'sai.
The Challenger trait grants its bonuses to all of your Champions. This does not increase your number of Challengers. Gain a Quinn.
Gain 3 random 4-cost champions.
Your Tactician heals 35 Health, grows larger, and has 135 maximum Health.