
It's a big one!
We’re a couple patches into the set now and most comps/lines are pretty established, so we’re taking a big swing here to enable a deeper diversity of comps and strategies through trait adjustments, buffs for our struggling 1 and 2-costs and a few nerfs to the dominant strategies. Going big here allows us to use 18.5 (next patch) as a more focused, smaller patch, dedicated to smaller tweaks to help us achieve our goals here.
Rodger "Riot Prism" Caudill
Katie "Riot Ukime" GuoPATCH HIGHLIGHTS
SYSTEMS
COMBAT ARRIVAL AND DEPARTURE
Saving two seconds every fight is just under a minute each game, which means if you’re speed running 8th place you can get a whole 'nother game in every twenty or so games. Joy!
- Reduced Combat Arrival and Combat Departure phase times by 1 second each
LARGE CHANGES
Large, like these notes!
TRAITS
Our aim with traits this patch is to bring Origins and Classes closer together in power. Currently, some deep vertical Origins aren’t meeting the power bar for their commitment, while a few vertical Classes are providing too much combat power, leading to some especially powerful Emblems.
Blossom: Blossom has proven to be a great splash with the value of upgraded Wisps, but the deeper verticals for the trait have yet to be fully explored, so we’re adding more stats to see what Blossom (7) and even (9) can bloom into.
Coven: Coven’s Stage 2/3 cashout at 130 essence is too consistent and safe for a cashout trait. We’re lowering the rewards here since it’s outperforming the other ways to play the trait.
Eclipse: For a (somewhat) hidden trait, Eclipse is supposed to be powerful, but it arrives too late, both in the calendar (with February 6th being our next solar eclipse), and in the fight itself, especially when the first few executes on the lowest health enemies tend to lack impact.
Elderwood: Elderwood (9) is pretty good, but Elderwood (7) is currently tied to Emblems to create powerful boards. With Emblem-linked strategies coming down this patch, and with Elderwood (7)’s lackluster performance already, we’re shipping a solid buff to the Deepwood Protector, that alongside a Elderwood (9) nerf should be close to neutral (but still a nerf) at Elderwood (9).
Fae: Fae is very dependent on an Emblem, so we’re taking some power away from the trait (and thus the Emblem) to budget more into three buffs for the Fae units.
Juggernaut: Juggernaut (6) is currently too easy to hit, play, and flex around, providing a frontline backbone that’s just too far over its power budget for how easy it is to slot in.
Lunar: No one is chasing Lunar, not even Warwick and Murkwolf (note this is a joke about wolves chasing the moon, not a tip to play Lunar vertical with Warwick and Murkwold). We’re adding a bigger AP incentive for going deep in the trait, which should also make Lunar Lux much more appealing.
Sprkyin: For a trait that needs an Emblem and a 5-cost to hit, Sprykin (7) is pretty weak. We’re giving the BFF buff even more HP and AS, but as a reminder, this helps ALL your Sprkyins because at (7) the BFF applies to all of them.
- Blossom
- AD/AP: 12/30/45/50% ⇒ 12/30/50/55%
- Coven
- 130 Cashout
- 2x Components ⇒ 1x Component + 6 gold
- 1x Component + 2* Elise + 1* Cassio ⇒ 1x Component + 2* Elise
- 1x Random Item ⇒ 1x Component + 2* Camille + 3g
- 2* Caitlyn + 1x Component + 3g ⇒ 2* Caitlyn + 1x Component
- 130 Cashout
- Eclipse
- Initial Delay before execution: 10s ⇒ 8s
- Elderwood
- (7) Deepwood Protector Mana: 20/70 ⇒ 20/60
- (7) Deepwood Protector Resists: 65 ⇒ 70
- (9) Health Multiplier for Elderwood Plants satrring up: 155% ⇒ 140%
- Executioner (3/4)
- Bleed Damage: 30/40% ⇒ 25/35%
- Fae
- AD/AP Per Pixie: 5/8% ⇒ 4.5/7%
- Juggernaut
- Juggernaut Durability: 20/33/45% ⇒ 20/30/42%
- Lunar
- Ability Power: 7/10/14/18% ⇒ 7/12/16/20%
- Riftbeast
- (7) AD/AP/AS every 5 seconds: 5% ⇒ 6%
- Sprykin
- (7) Stats: 45% HP + 45% AS ⇒ 55% HP + 55% AS
UNITS: TIER 1
Our 1 and 2-cost changes are mostly buffs, allowing more reroll lines to appear in the meta.
Camille: Camille has been conditional since her nerf last patch, here we’re just buffing her three and four-star forms so when you do hit, she hits harder too!
Kobuko: Kobuko sees play on a few boards, but most of those are Blackthorn boards where our favorite Yordle is sacrificed for tank stats. A better AP ratio may finally have him itemized and NOT just for the Blackthorn Item Extraction Augment!
Xayah and Rakan: Birds of a feather get buffed together! Well, not all the time, but in this case we’re buffing both Xayah and Rakan to help give you a reason to itemize Rakan and to bring back their Solar reroll line that hasn’t been seen in a few patches. Both buffs here are to their AD/AP ratios which are amped a lot by the stats Fae provides.
Varus: Varus has been hurting for this full set. He’s pretty close, so we’re upping his Attack Speed so he can get to casting more often—something that should help his consistency since he occasionally misses his big boom cast.
Veigar: Veigar is currently the best performing 1-cost reroll line—perhaps the only one truly successful in 18.3. With the nerfs here, we still think he will succeed with strong starts, and specific Artifacts, but it should be a taller order than before…. Hehe.
- Camille
- Damage AD: 150/225/375/640 ⇒ 150/225/400/665
- Kobuko
- Heal AP: 265/315/460/575 ⇒ 285/335/480/595
- Rakan
- Shield: 270/320/415/490 ⇒ 290/340/435/510
- Xayah
- Ability Damage: 68/102/155/165 ⇒ 73/108/165/175
- Varus
- Attack Speed: .7% ⇒ .75%
- Veigar
- Ability Damage: 200/300/450/765 ⇒190/285/430/725
- Low HP Ability Damage: 300/450/675/1015 ⇒285/430/640/1000
UNITS: TIER 2
Gromp: The AD form of Gromp is too slow to cast, while the AP form’s splash damage is too low. We’re adding more speed to Gromp’s AD cast and more splash to Gromp’s AP cast to make this adaptive frog fast and furious.
Kayle and Shen: Kayle and Shen are potentially our fourth and fifth Solar reroll unit buffs (after Xayah, Rakan, and Varus as 1-costs). They're getting smaller buffs to enable Solar lines (which have been almost completely missing last patch), and other low-cost reroll lines.
- Gromp
- Mana AD Form: 20/80 ⇒ 0/70
- Splash damage AP Form: 160/240/360/610 ⇒ 160/240/375/625
- Kayle
- Ability Damage: 62/92/105/115 ⇒ 65/97/110/115
- Shen
- Shield: 350/430/550/700 ⇒ 375/450/575/725
- Ally Shield: 200/275/375/475 ⇒ 225/300/400/500
- Teemo
- AOE Damage: 55/82/130/215 ⇒ 55/82/155/240
UNITS: TIER 3
Mama Beak: Mama Beak sees some play as an item holder for her 4 and 5-costs like Aphelios and Draven, but she’s never the reroll star despite having other 3-costs that fit well in comps with her. We’re giving her that attention she deserves here, alongside a Riftbeast (7) buff that should have her feeling as loved as her chicks are—who know, maybe sitting on those items for longer will hatch a new 3-cost reroll line.
OK: Rammus three-star is a powerful tank that enables Azir/Zyra by stalling for them to clean up the fight.
Rengar: While strong early, there’s often no need to chase Rengar 3-star as he falls off too fast to make rerolling worth it. We’re giving him a nice AD buff at 3-star which should feel even better if you’ve been stacking lots of takedowns.
Tristana: Tristana is the last of our three Fae unit buffs, aimed at moving power from the trait into our friendly cannoneer.
- Hecarim
- Mana: 30/110 ⇒ 50/110
- Mama Beak
- Ability Damage: 22/30/48 AD ⇒ 22/30/52 AD
- Rammus
- Shield: 400/550/725 AP ⇒ 400/550/700 AP
- Rengar
- Ability Damage: 255/385/615 AD ⇒ 255/385/650 AD
- Tristana
- Ability Damage: 160/240/385 AD ⇒ 175/265/420 AD
UNITS: TIER 4
Brambleback: Brambleback is really inconsistent, relying on his leap between targets to take out enemies in the backline. We’re moving some of this power into his consistent cast for those situations where he gets stuck on that super-Maokai. Overall, this should be a buff to Brambleback.
Ezreal: With Executioner as a trait coming down in power, we’re able to give Ezreal a small buff, as his success is currently too tied to Executioner Emblem duo (or triple) carries.
Nidalee: With an AP buff to Nidalee we’re hoping to add one more AP carry line for fast 8/9 strategies. Alongside that, we have a small nerf to AD Nidalee that tends to take over fights in the mid-game when she can clean up backliners more efficiently.
- Brambleback
- Ability Bonus AD: 80% AD ⇒ 100% AD
- Leap Damage: 155/235 AD ⇒ 135/205 AD
- Ezreal
- Small Cast Damage: 250/375 AD ⇒ 270/405 AD
- Nidalee
- AP Form
- Small Spear Ability Damage: 170/255 AP ⇒ 185/275 AP
- AP Form
- AD Form
- Ability Damage: 210/315 AD ⇒ 200/300 AD
- Sivir
- Ability Damage: 190/285 AD ⇒ 200/300 AD
UNITS: TIER 5
Ashe and Draven: We’ve got two quality of Life changes for our 5-costs that can (and rarely) whiff their ability. When Ashe and Draven do miss, they will refund some of their Mana to cast sooner. While having a small chance to miss abilities is a mechanic to allow for more interesting fights and powerful highs (when on the other side of the whiff) in an ability, we want to make sure our 5-costs aren’t subject to that inconsistency in the same way that 1-cost (e.g. Varus) are.
Ashe: Ashe is already one of our better 5-costs even before giving her a consistency buff, so we’re also giving her a nerf that mainly targets her unitemized form.
Draven: Since we’ve nerfed his bounty cashouts, Draven’s been struggling as an end-game carry. We’re giving him a better AD ratio on his bleed to help him cash in.
Ivern: We’re taking a pass at rebalancing Ivern’s hexes. Since Damage Amp is too valuable due to its multiplicative nature with AD/AP and crit, Mushrooms are taking a hit. Meanwhile, the craggy Rock hexes are getting more Armor and Magic Resist to keep them on par with the more powerful forested Tree hexes.
Kennen: Kennen is a terror of a two-star 5-cost, who ramps into the fight as more enemies burn. Since he gets a lot of AP from burning foes, nerfing his shield’s AP ratio should make him an easier flame to put out than before, especially when he becomes the focus of your backline. As a reminder, Edge of Night is and still will be one of his best items.
Lux: Solar Lux rarely makes sense to add to your board, but when it does it’s pretty good. We’re making that niche even stronger by changing her Solar bonus to make her the highest damage dealing Lux variant, so even if you’re not playing Solar reroll, you may still want to pick her up if you have the right items.
- Ashe
- NEW: Now refunds 70% Mana if the arrow hits 0 enemies
- Mana: 20/80 ⇒ 0/80
- Percent Health Damage: 2/3% ⇒ 1.5%
- Draven
- NEW: Now refunds 50% Mana if the axes hit 0 enemies
- Bleed Damage: 140/210 AD ⇒ 150/225 AD
- Ivern
- Greenfather Hexes
- Damage Amp: 8/12% ⇒ 6/10%
- Bonus % HP: 8/12% ⇒ 6/10%
- Resists: 8/12 ⇒ 10/14
- Greenfather Hexes
- Kennen
- Shield: 250/350 AP ⇒ 230/300 AP
- Lux
- Solar bonus
- NEW: Deal 15% bonus damage. For each unique 3-star champion fielded, deal an additional 12% damage.
- Solar bonus
ITEMS
Crownguard is the best tank item on units that CAN build it, while the more flexible Spirit Visage is our weakest tank item.
- Crownguard
- Bonus Ability Power On Shield Expire: 25 ⇒ 20
- Spirit Visage
- Durability: 8% ⇒ 10%
- Radiant Item Durability: 15% ⇒ 18%
EMBLEMS
With our Elderwood (7) buffs we’re taking some power out of the already strong Elderwood Emblem.
- Elderwood Emblem
- Resists: 35 ⇒ 25
AUGMENTS
Dark Ritual and Construct-A-Companion are back with some nerfs and a bug fix that guarantees you get the Companion you constructed as intended.
Chosen of the Sun is moving from Gold to Silver to be played as a Leona focused (almost a Champion Augment style) Augment. It’s been struggling all set, and while we certainly think it will be a strong Silver Augment, we’re excited to see it shine here.
Omega Riftbeast is getting a new hook to power up your Alpha Riftbeasts even more.
Trait Ladder is one of the hardest to play Augments that we’ve ever printed, and while it is performing very very poorly in Gold and below (an average placement of 5.22), it’s taken over Grandmasters and above with a very high first place rate and an average placement of 4.24. As a reminder, the average placement in a game is 4.5. We may have to work on this Augment a bit more to make sure the fun fantasy it provides feels fair in our most competitive lobbies.
- Re-enabled Augments
- Construct-A-Companion
- Dark Ritual
- AP Per Cashout
- Cashout 2: 15 ⇒ 12
- Cashout 3: 50 ⇒ 33
- Cashout 4: 75 ⇒ 50
- Cashout 5: 125 ⇒ 100
- Cashout 6: 200 ⇒ 175
- AP Per Cashout
- Forge-A-Friend
- Bronze for Life II
- Armor and Magic Resist: 4 ⇒ 3
- Chosen of the Sun
- Tier: Gold ⇒ Silver
- Component Quest
- Final Gold Gain: 5 ⇒ 1
- Dummify
- Starting Health: 1000 ⇒ 1500
- Explosive Growth+
- XP Gained per Round: 10 ⇒ 9
- Heart of Steel
- Max Health Gain: 16 ⇒ 18
- Investment Strategy I
- Max Health per Interest: 8 ⇒ 9
- Initial Gold: 4 ⇒ 6
- Investment Strategy II
- Max Health per Interest: 10 ⇒ 12
- Gold Granted: 8 ⇒ 10
- Level Up!
- Instant XP: 6 ⇒ 10
- Luxury Sub
- Gold Granted: 3 ⇒ 5
- Makeshift Armor I
- Disabled on 2-1
- Makeshift Armor II
- Disabled on 2-1
- Min-Max
- Now grants 4 gold
- Omega Riftbeast
- Now grants Alpha Riftbeasts 15% bonus HP and 12% bonus Attack Speed
- Pandora’s Items II
- Now grants 4 gold
- Small Furry Friend
- Effectiveness: 35% ⇒ 45%
- Trait Ladder
- 4 Trait Cashout
- Gold Granted: 6 ⇒ 5
- 6 Trait Cashout
- Gold Granted: 10 gold ⇒ 7 gold
- 3x3 costs ⇒ 2x3 costs
- 7 Trait Cashout
- Component Anvil + 8 gold ⇒ Component Anvil + 2 gold
- 8 Trait Cashout
- 2 Different Components + Reforger ⇒ 2 Different Components
- 9 Trait Cashout
- 3x5 costs + 2 gold ⇒ 2x5 costs + 2 gold
- 4 Trait Cashout
- Verticality II
- AD/AP per Ally: 2% ⇒ 2.5%
- Verticality III
- AD/AP per Ally: 3.5% ⇒ 4%
WISPS
We’re noting a fix from a mid-patch update with Polymorph Wisps and reenabling Greater Polymorph after fixing a bug with it.
Past that, we’re removing high risk/late-game scaling Wisps when you’re low HP, so you’re not left with 0 gold and 0 Combat Wisps after a few desperate last-life rolls.
Speaking of 0 gold. With our Wisp system, we can only show you Wisps that you can afford, and we don’t have a lot of 0-cost Wisps, so we’ve seen some annoying optimizations. We’re adding variety to our low-cost Wisps both to make rolling for Wisps with low gold more fun, but also so you can’t force Salvager every game. As a note, you will only see these new Wisps if you have under 10 gold.
- Polymorph Wisps will only be seen within the first 2 seconds of Planning Phase.
- The following Wisps will no longer be offered when the player is below 20 HP
- All stat consumables (Knickknacks, Thingamajigs, and Doodads)
- Golden Goose
- Major Gambit
- Barter
- Wisps
- New Wisps (All are 0-cost, Stage 4-1 to 5-7)
- Drizzle: After 8 seconds of combat, your team gains 10 mana.
- Blossom Upgrade: After 8 seconds of combat, your team gains 15 mana.
- Grove Armor: Your highest health champion gains 15 Armor and 15 Magic Resist.
- Blossom Upgrade: Your highest health champion gains 25 Armor and 25 Magic Resist.
- Returning Friend: Gain a temporary Training Dummy with two Giant’s Belts
- Blossom Upgrade: Gain a temporary Training Dummy with three Giant’s Belts
- Room for a Shroom: Gain 2 random mushrooms.
- Blossom Upgrade: Gain 3 random mushrooms.
- Drizzle: After 8 seconds of combat, your team gains 10 mana.
- Backrow Star
- AS Bonus: 85% ⇒ 100%
- Blossom Upgrade AS Bonus: 115% ⇒ 130%
- Forest Guide
- Cost: 5 gold ⇒ 6 gold
- Blossom Upgrade Cost: 4 gold ⇒ 5 gold
- Giant’s Growth
- HP Increase: 750 ⇒ 800
- Blossom Upgrade HP Increase: 750 ⇒ 800
- Improved Reach
- Cost: 2 gold ⇒ 1 gold
- Blossom Upgrade Cost: 2 gold ⇒ 1 gold
- Killing Frenzy
- AS on Kill: 115% ⇒ 130%
- Blossom Upgrade AS on Kill: 140% ⇒ 160%
- Mana Potion
- Mana Restored: 80 ⇒ 70
- Starting Mana: 20 ⇒ 10
- Radiant Mana Restored: 90 ⇒ 80
- Radiant Starting Mana: 20 ⇒ 10
- Stealthy
- Duration: 6 seconds ⇒ 8 seconds
- Blossom Upgrade Duration: 10 seconds ⇒ 12 seconds
- New Wisps (All are 0-cost, Stage 4-1 to 5-7)
BUG FIXES
- Fixed a bug that could cause dead dashing champions to be considered as valid combat targets. This could cause extra Player Damage and incorrect ability targeting.
- Fixed a bug where Xayah’s 4-star Ability damage was incorrect.
- Weight The Worth can no longer grant bugged copies of Adaptors
- The unit granted by Late Bloomer can no longer combine with other units on your board after combat
- Polymorph no longer runs on ghost armies
- The Solar tooltip now highlights correctly at 7 3-stars.
- Fixed Mogul's Mail missing a space in its name
- Fixed Ashe's celebration animation not playing properly
- Fixed Blossom upgraded Pocket Change giving you the extra 1g when it appeared in your shop rather than when you purchased it
- Fixed Morgana's withering zone being oddly rotated if Morgana was knocked up mid-cast
- Fixed rare cases where Ezreal's big cast wouldn't prioritize the largest group
- Fixed an issue where Artifactinate would give you a Spatula if it broke apart an Emblem that was built out of Frying Pan
- 3-star Gnar throwing CC immune targets off the board no longer occasionally permanently destroys them
- Strongest targeting now tie-breaks more consistently
- Updated ‘unstoppable’ to no longer be capitalized on various tooltips
- Carousel tether VFX is no longer oddly hard to see
- Bramble Vest’s max health increase is now properly additive with other max health increases rather than multiplicative
- Ezreal’s tooltip now properly refers to the ability as “Forest’s Flurry”
- Fixed a bug where loot orbs sometimes would not land where they were intended to (most notably with Missed Connections)
- Scuttle Crab now shows the range extension laser with increased range
- The Indomitable no longer fails to trigger for the rest of combat if the target dies while the hook is in flight
- Warmog’s Armor now properly has its apostrophe
- Stealthy Wisp now properly says it affects your 3 strongest Assassins or Fighters
- Kha’Zix will no longer target an enemy that has no open adjacent hexes for him to jump to
- Logic improved around acquiring 2/3-star champions when the player has a full bench
- Various bugs regarding Ghost Armies and missing stats, items, traits have been fixed
- Fixed an issue where auto-deploying Elderwood champions could cause the summons to fail to appear
- Fixed various bugs with Thief’s Gloves and edge cases
- Legion of Threes will no longer appear in Emblem Ensemble
- Blossom Polymorph Wisps no longer prioritized fielded champions over benched champions
- Heart of Steel can now stack even if the item is equipped mid combat
- URF and Trait Tree are now properly mutually exclusive
- Ashe’s Ability trail VFX no longer goes missing on occasion
- Opponent’s Empowered Hexes now correctly render more consistently
- Fixed an issue where a champion could be barred from being sold when it occupied the previous slot of a recently starred up champion on the bench
- Fixed an issue where Sivir would occasionally go missing on ghost army boards
- Units with Thief’s Gloves can no longer obtain 5 items in rare situations
- Buying a unit at the same time as Leblanc prints a different unit while you have a full bench will no longer create an invisible copy of the purchased unit
- Arachnophobia: Ranged Champions no longer prioritize targeting Elise more than other magic tanks at the start of the combat round
- Fixed a rare case where Recurve Bow obtained from loot orbs during PvE could not be equipped onto a champion
- Fixed an issue where combat would fail to resolve if a three-star Draven casts before a three-star Ivern. Congrats to the reporter who found this bug.
- The health bar of the BFF and the Rider no longer appear simultaneously after being transported to a different board
- Fixed an issue where Adaptors failed to gain the bonus from the Augment Double Trouble
- Eclipse trait no longer becomes a white box on the end of game trait tracker
- Karma no longer fails to be highlighted when hovered by the mouse pointer during planning phase
- Selling a unit no longer leaves unit drop VFX when sold during a match
PERFORMANCE/STABILITY BUG FIXES
- Fixed various server crashes.
- Cleaned up lingered Orb VFX during scouting
- Fixed an issue where fielding a champion at the last second could fail if your network latency was too high
COSMETICS CONVERTED IN PATCH 18.4
41 Cosmetics will be readded this patch.
- Mythic Arena (2): Lux’s Demacian Daydream; Pengu’s 6th Anniversary Arena.
- Mythic Boom (12): Arcane Infinite Duress; Featherstorm; Firelight Parallel Convergence; Poro Yeet; Silver Bolts; Space Groove Rocket Grab; Spirit Blossom Command: Shockwave; T1 Death From Below; T1 Fate Sealed; ULTRA RAPID FIRE; Banana Starcall; High Noon The Culling.
- Mythic Chibi (12): Chibi Coven Morgana; Chibi DRX Aatrox; Chibi Forecast Janna; Chibi K/DA ALL OUT Akali; Chibi Majestic Empress Morgana; Chibi Panda Annie; Chibi Pengu Cosplay Tristana; Chibi Porcelain Irelia; Chibi Spirit Blossom Lillia; Chibi Spirit Blossom Sett; Chibi Spirit Blossom Yunara; Chibi Star Guardian Lulu.
- Mythic Unbound (7): Arcane Jinx Unbound; Arcane Warwick Unbound; Dark Cosmic Jhin Unbound; God Fist Lee Sin Unbound; K/DA Ahri Unbound; Mythmaker Irelia Unbound; Nightbringer Yasuo Unbound.
- Prestige Boom (6): Prestige Arcane Superfan Summon: Tibbers; Prestige Blood Moon Make It Rain; Prestige Cafe Cuties Snip Snip!; Prestige Porcelain Trueshot Barrage; Prestige Spirit Blossom Orb of Deception; Prestige Valiant Sword Blade of the Exile.
- Prestige Chibi (1): Chibi Prestige Arcane Superfan Annie.
- Little Legend (1): Snow Cherry Silverwing
COSMETICS BEING CONVERTED NEXT PATCH (18.5)
63 Cosmetics aimed to be readded in 18.5.
- Legendary Arenas (5): Celestial Arena; Dragon Nursery; Lunar City Arena; Odyssey Jinx Arena; Vi’s Pummel Pit.
- Legendary Booms (4): Enchanted Crystal Arrow; Noxious Trap; Perfect Execution; The Darkin Blade.
- Legendary Portals (5): Irelia’s Unfolding Tales; K/DA ALL IN; Lux’s Fountain of Rainbows; By-Way of the Banana; Briar’s Bindings.
- Mythic Arenas (5): Golden Tiger Market; Gwen’s Snip Snip Spire; Heaven’s Celestial Court; K/DA in the Convergence; Pengu’s 7th Anniversary Bash.
- Mythic Booms (11): Battle Bunny Make It Rain; Crimson Cobalt; God Fist Tempest; God King Noxian Guillotine; K/DA Charm; Last Breath; Majestic Empress Soul Shackles; Miss Fortune Make It Rain; Porcelain Vanguard’s Edge; Summon: Tibbers; Super Mega Firecracker.
- Mythic Chibis (11): Chibi Arcane Caitlyn; Chibi Arcane Vi; Chibi Beemo; Chibi Bewitching Yuumi; Chibi Dragonmancer Kai’Sa; Chibi Firelight Ekko; Chibi Galaxy Slayer Zed; Chibi Heartsteel Sett; Chibi Star Guardian Lux; Chibi Surprise Party Amumu; Chibi Yuubee.
- Mythic Unbound (3): PROJECT: Vayne Unbound; PROJECT: Warwick Unbound; Sentinel Vayne Unbound.
- Prestige Chibi (1): Prestige Chibi Porcelain Ezreal.
- Base Unbound (2): Jhin Unbound; Yasuo Unbound.
- Standard Boom (1): Make it Rain.
- Little Legends (15): Astronaut Sprite; Astronyan; Battle Academia Sprite; Elder Dragon; Fruity-tooty Umbra; Gingersnap Dango; Hearty Blepup; Jade Emperor Sprite; Lucky Astronyan; Moo Cow Poro; Prodigy Baron; Pufferfin; Sweet Dreams Pufferfin; Anniversary Scuttle Crab; Nebulae Astrovix.
