Check the latest information for Set 5.0: Reckoning

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Items Table (By Items)
B.F. Sword+10 Attack Damage
Contributing to a kill grants the holder +10 additional Attack Damage for the rest of combat.

This effect can stack any number of times (starting at 4).
The holder's Abilities and attacks do 10% bonus damage. If the target has more than 1650 maximum Health, the bonus increases to 75%.
Prevents the wearer's first death, placing them in stasis instead. After 2 seconds, they return with 400 Health and shed all negative effects.

[Unique - Only One Per Champion]
Basic attacks heal the wearer for 33% of the damage dealt.

Upon falling below 40% Health, the wearer gain a 30% max Health shield that lasts up to 5 seconds.
The holder's magic and true damage from Abilities heal them for 33% of the damage dealt. Excess healing fuels a shield that protects the holder against up to 300 damage.
The wearer's Basic Attacks restore 8 additional Mana.
When combat begins, the wearer and all allies within 1 hexes in the same row gain +25% Attack Speed for the rest of combat.
Grants 75% Critical Strike Chance (including components). Each point of Critical Strike Chance above 100% becomes +1% Critical Strike Damage.

[Unique - Only One Per Champion]
The holder gains the Skirmisher trait.

[Unique - Only One Per Champion]
Contributing to a kill grants the holder +15 Attack Damage for the rest of combat. This effect can stack any number of times (starting at 4). The holder receives -20% maximum Health.
The holder's Abilities and attacks do 50% bonus damage. If the target has more than 1100 maximum Health.
Prevents the holder's first death, placing them in stasis instead. After 2 seconds, they return with 70% Health and shed all negative effects. After this effect triggers, the holder's Attack Speed is reduced by 50% for the rest of combat.

[Unique - Only One Per Champion]
Physical damage heals the holder for 40% of the damage dealt. Each time the holder heals to 90% Health, they gain 30% Attack Speed for 4 seconds. The holder takes 25% of their maximum Health in true damage at the beginning of combat.
The holder's magic and true damage from Abilities heals the ally with lowest percent Health for 60% of the damage dealt. This heal cannot affect the holder.
The wearer's attacks restore 14 additional Mana. The wearer deals 15% less damage.
When combat begins, the holder reduces the Attack Speed of all allies within 1 hexes in the same row by -20%. The holder then gains +40% Attack Speed for each affected ally.
Grants +75% Critical Strike Chance (including components). Each point of Critical Strike Chance above 100% becomes +1% Critical Strike Damage. The holder also gains 30% Critical Strike Damage. Each time the holder attacks or cast their Ability, they take true damage equal to 3% of their maximum Health.

[Unique - Only One Per Champion]
The holder gains the Forgotten trait.

[Unique - Only One Per Champion]
Recurve Bow+10% Attack Speed
The holder's Abilities and attacks do 10% bonus damage. If the target has more than 1650 maximum Health, the bonus increases to 75%.
Increases the wearer's Attack Range by 1 hex and grants 20% bonus Attack Speed.

The wearer's Basic Attacks can no longer miss.
When the wearer takes damage or inflicts a critical hit, they gain 3 Attack Damage and Spell Power.

This stacks up to 25 times, at which point the wearer gains 25 Armor and Magic Resist.
Basic Attacks fire a bolt at another nearby enemy, dealing 75% of the wearer's Attack Damage and applying on-hit effects. These bolts can critical strike.
Attacks grant +6% bonus Attack Speed for the rest of combat.

This effect can stack any number of times.
Every third Basic Attack from the wearer unleashes a chain lightning that bounces to 4 enemies, dealing 70 magic damage and reducing their Magic Resist by 50% for 5 seconds.
At the start of combat, the holder taunts enemies within 2 hexes.

When the holder dies, a Voidspawn arises taunting nearby enemies. Voidspawns that arise from summoned units are 25% effective.
When the wearer inflicts a critical hit, the target's Armor is reduced by 70% for 5 seconds. This effect does not stack.

[Unique - Only One Per Champion]
The holder gains the Legionnaire trait.

[Unique - Only One Per Champion]
The holder's Abilities and attacks do 10% bonus damage. If the target has more than 1650 maximum Health, the bonus increases to 75%.
Increases the holder's Attack Range by 1 hex. Additionally, the holder gains +40% bonus Attack Speed when there are no enemies within 2 hex.

The holder's attacks can no longer miss.
Every 3 seconds, the holder's next attack deals 20% of the total damage they have taken since the last empowered attack as true damage.
The holder's attacks fire bolts at 2 nearby enemies, dealing 50% of the holder's Attack Damage. These bolts can critically strike but do not apply on-hit effects.
Attacks grant +9% bonus Attack Speed for the rest of combat. The bonus Attack Speed can stack any number of times. The holder is dealt 2.5% of their maximum Health as true damage each attack.
Every other attack from the holder unleashes chain lightning that strikes 4 enemies, dealing 70 magic damage and reducing their Magic Resist by 50% for 5 seconds.

The holder receives -33% Attack Damage.
At the start of combat, the holder taunts enemies within 2 hexes.

When the holder dies, an Unstable Voidspawn with 500 Health arises and taunts enemies again. When it dies it deals 500 true damage to enemies within 1 hex(es).

Voidspawns that arise from summoned units are 50% effective.
When the holder inflicts a critical hit, the target's Armor and Magic Resist are reduced by 70% for 5 seconds. The holder's Armor and Magic Resist are also permanently reduced by 25%.
The holder gains the Hellion trait.

[Unique - Only One Per Champion]
Chain Vest+20 Armor
Prevents the wearer's first death, placing them in stasis instead. After 2 seconds, they return with 400 Health and shed all negative effects.

[Unique - Only One Per Champion]
When the wearer takes damage or inflicts a critical hit, they gain 3 Attack Damage and Spell Power.

This stacks up to 25 times, at which point the wearer gains 25 Armor and Magic Resist.
Negates bonus damage from incoming critical hits. On being hit by a Basic Attack, deal 80/100/150 ★ magic damage to all nearby enemies (once every 2.5 seconds).
The holder gains 18 Armor and 18 Magic Resist for each enemy targeting them.
When combat begins, the wearer and all allies within 2 hexes in the same row gain a shield that blocks 300/350/400 ★ damage for 8 seconds.
Reduces the Attack Speed of enemies within 2 hexes by 25%.

[Unique - Only One Per Champion]
Every 2.5 seconds, a random enemy within 2 hexes is burned for 25% of their maximum health over 10 seconds. Any healing they receive is reduced by 50%.

[Unique - Only One Per Champion]
When combat begins, the wearer shoots a beam straight ahead that delays affected enemies' first spellcast, increasing their max Mana by 35% until they cast.

[Unique - Only One Per Champion]
The holder gains the Ironclad trait.

[Unique - Only One Per Champion]
Prevents the wearer's first death, placing them in stasis instead. After 2 seconds, they return with 400 Health and shed all negative effects.

[Unique - Only One Per Champion]
When the wearer takes damage or inflicts a critical hit, they gain 3 Attack Damage and Spell Power.

This stacks up to 25 times, at which point the wearer gains 25 Armor and Magic Resist.
Grants 200 bonus Armor (including components).
The holder heals themself for 45 health every 2 seconds for each unit targeting them.
When combat begins, the wearer and all allies within 2 hexes in the same row gain a shield that blocks 300/350/400 ★ damage for 8 seconds.
Reduces the Attack Speed of enemies within 2 hexes by 25%.

[Unique - Only One Per Champion]
Every 1.5 second(s), a random enemy within 3 hexes is burned for 25% of their maximum Health as true damage over 10 seconds. Any healing they receive is reduced by 50%. The holder is also burned for 25% of their maximum Health as true damage over 8 seconds, and any healing they received is reduced by 50%.

[Unique - Only One Per Champion]
When combat begins, the holder shoots a beam straight ahead and behind that delays affected enemies' and other allies' first ability cast, increasing their maximum Mana by 65% until they cast.

[Unique - Only One Per Champion]
The holder gains the Cavalier trait.

[Unique - Only One Per Champion]
Negatron Cloak+20 Magic Resist
Basic attacks heal the wearer for 33% of the damage dealt.

Upon falling below 40% Health, the wearer gain a 30% max Health shield that lasts up to 5 seconds.
Basic Attacks fire a bolt at another nearby enemy, dealing 75% of the wearer's Attack Damage and applying on-hit effects. These bolts can critical strike.
The holder gains 18 Armor and 18 Magic Resist for each enemy targeting them.
Grants 250 bonus Magic Resist (including components).
Enemies within 2 hexes have their Magic Resist reduced by 50% (does not stack). When they cast a spell, they are zapped taking magic damage equal to 250% of their max Mana.
When combat begins, the holder and all allies within 1 hex in the same row gain 25 Ability Power for the rest of combat.
When combat begins, the wearer summons a whirlwind on the opposite side of the arena that removes the closest enemy from combat for 5 seconds. Ignores CC immunity.

[Unique - Only One Per Champion]
The wearer is immune to crowd control for the first 12 seconds of combat.

[Unique - Only One Per Champion]
The holder gains the Redeemed trait.

[Unique - Only One Per Champion]
Basic attacks heal the wearer for 33% of the damage dealt.

Upon falling below 40% Health, the wearer gain a 30% max Health shield that lasts up to 5 seconds.
Basic Attacks fire a bolt at another nearby enemy, dealing 75% of the wearer's Attack Damage and applying on-hit effects. These bolts can critical strike.
The holder gains 18 Armor and 18 Magic Resist for each enemy targeting them.
Reduces incoming magic damage by 15%. Negates bonus damage from incoming critical hits.
Enemies within 2 hexes have their Magic Resist reduced by 50% (does not stack). When they cast a spell, they are zapped taking magic damage equal to 250% of their max Mana.
When combat begins, the holder and all allies within 1 hex in the same row gain 25 Ability Power for the rest of combat.
When combat begins, the holder summons a whirlwind on the opposite side of the arena that removes the closest enemy from combat for 8 seconds. Once the enemy returns to combat, they gain 30 Attack Damage and Ability Power for the rest of combat. Ignores CC immunity.

[Unique - Only One Per Champion]
The wearer is immune to crowd control for the entirety of combat and receives -20% maximum Health.

[Unique - Only One Per Champion]
The holder gains the Revenant trait.

[Unique - Only One Per Champion]
Needlessly Large Rod+10 Ability Power
The holder's magic and true damage from Abilities heal them for 33% of the damage dealt. Excess healing fuels a shield that protects the holder against up to 300 damage.
Attacks grant +6% bonus Attack Speed for the rest of combat.

This effect can stack any number of times.
When combat begins, the wearer and all allies within 2 hexes in the same row gain a shield that blocks 300/350/400 ★ damage for 8 seconds.
Enemies within 2 hexes have their Magic Resist reduced by 50% (does not stack). When they cast a spell, they are zapped taking magic damage equal to 250% of their max Mana.
Grants 70 bonus Ability Power (including components).
Each time the holder casts their Ability, they gain Ability Power equal to 45% of their maximum Mana (this bonus applies to that Ability cast).
When the holder deals magic damage with their Ability, they burn the target, dealing 25% of the target's maximum Health as true damage over 10 seconds, and reducing healing by 50% for the duration of the burn.

[Unique - Only One Per Champion]
The holder's magic and true damage from their Ability can critically strike. The holder gains +40% bonus critical strike damage.
The holder gains the Spellweaver trait.

[Unique - Only One Per Champion]
The holder's magic and true damage from Abilities heal them for 33% of the damage dealt. Excess healing fuels a shield that protects the holder against up to 300 damage.
Attacks grant +6% bonus Attack Speed for the rest of combat.

This effect can stack any number of times.
When combat begins, the holder and all allies with 2 hexes in the same row gain 60 bonus Armor and Magic Resist, but gain 5 less Mana per attack.
Enemies and allies (except the holder) within 2 hexes are zapped when they cast an ability, taking magic damage scaling with their maximum Mana. Enemies take 200% of their maximum Mana, and allies take 50% of their maximum Mana. Whenever an ally or enemy is zapped, the holder gains 10 Ability Power for the rest of combat.
Grants 100 bonus Ability Power (including components) and -20% maximum Health.
Each time the holder casts their Ability, they gain empty maximum Health equal to 350% of their maximum Mana. The holder then heals for that amount.
When the holder deals magic damage with their Ability, they burn the target, dealing 100% of the target's maximum Health as true damage over 25 seconds, and reducing healing by 50% for the duration of the burn.
The holder's Ability deals 50% less damage.

[Unique - Only One Per Champion]
The holder gains 40% Critical Strike Damage and magic and true damage from their Ability can critically strike. The first time the holder casts their Ability each combat, they gain an additional 20% Critical Strike Chance for the remainder of combat (this bonus applies to that Ability cast). Each time the holder casts their Ability, they deal 100% of their maximum Mana to themselves as true damage.
The holder gains the Dragonslayer trait.

[Unique - Only One Per Champion]
Tear of the Goddess+15 Mana
The wearer's Basic Attacks restore 8 additional Mana.
Every third Basic Attack from the wearer unleashes a chain lightning that bounces to 4 enemies, dealing 70 magic damage and reducing their Magic Resist by 50% for 5 seconds.
Reduces the Attack Speed of enemies within 2 hexes by 25%.

[Unique - Only One Per Champion]
When combat begins, the holder and all allies within 1 hex in the same row gain 25 Ability Power for the rest of combat.
Each time the holder casts their Ability, they gain Ability Power equal to 45% of their maximum Mana (this bonus applies to that Ability cast).
After casting their Ability, the holder gains 20 mana.

[Unique - Only One Per Champion]
Every 5 seconds, the holder radiates an aura to allies within 1 Hex, healing them for 20% of their missing Health.

Affected allies take 25% reduced damage from area-of-effect attacks for 5 seconds
At the begining of each planning phase, the wearer gains one of the following:
- +45 Attack Damage and +45 Ability Power.
- Attacks and Abilities heal for 40% of damage dealt.
The holder gains the Renewer trait.

[Unique - Only One Per Champion]
The wearer's Basic Attacks restore 8 additional Mana.
Every third Basic Attack from the wearer unleashes a chain lightning that bounces to 4 enemies, dealing 70 magic damage and reducing their Magic Resist by 50% for 5 seconds.
Reduces the Attack Speed of all enemies within 2 hexes by 35%.

The Attack Speed of allies (except the wearer) within 1 hex is reduced by 35%.

[Unique - Only One Per Champion]
When combat begins, all of the holder's allies within 1 hex in the same row gain 40 Ability Power for the rest of combat. The holder loses 20 Ability Power instead of gaining any.
Each time the holder casts their Ability, they gain Ability Power equal to 45% of their maximum Mana (this bonus applies to that Ability cast).
After casting their Ability, the holder gains 15 Mana. If the holder has less than 60% Health, this is increased to 50.

[Unique - Only One Per Champion]
The holder radiates an aura to all allies on the board except themself, and heals them for 25% of their missing Health every 5 seconds. Each time this happens, the holder damages themselves for 5% of their current Health as true damage.
At the beginning of combat, the holder gains both of the following:
- +40 Attack Damage and +40 Ability Power.
- Attacks and Abilities heal for 40% of damage dealt.
These bonuses expire after each takedown, and renew on the next.
The holder gains the Coven trait.

[Unique - Only One Per Champion]
Giant's Belt+150 Health
When combat begins, the wearer and all allies within 1 hexes in the same row gain +25% Attack Speed for the rest of combat.
At the start of combat, the holder taunts enemies within 2 hexes.

When the holder dies, a Voidspawn arises taunting nearby enemies. Voidspawns that arise from summoned units are 25% effective.
Every 2.5 seconds, a random enemy within 2 hexes is burned for 25% of their maximum health over 10 seconds. Any healing they receive is reduced by 50%.

[Unique - Only One Per Champion]
When combat begins, the wearer summons a whirlwind on the opposite side of the arena that removes the closest enemy from combat for 5 seconds. Ignores CC immunity.

[Unique - Only One Per Champion]
When the holder deals magic damage with their Ability, they burn the target, dealing 25% of the target's maximum Health as true damage over 10 seconds, and reducing healing by 50% for the duration of the burn.

[Unique - Only One Per Champion]
Every 5 seconds, the holder radiates an aura to allies within 1 Hex, healing them for 20% of their missing Health.

Affected allies take 25% reduced damage from area-of-effect attacks for 5 seconds
Grants 1000 bonus Health (including components).
Blocks the first enemy Ability that hits the holder, and stuns the Ability's caster for 4 seconds.

[Unique - Only One Per Champion]
The holder gains the Dawnbringer trait.

[Unique - Only One Per Champion]
When combat begins, the wearer and all allies within 1 hexes in the same row gain +25% Attack Speed for the rest of combat.
At the start of combat, the holder taunts enemies within 2 hexes.

When the holder dies, a Voidspawn arises taunting nearby enemies. Voidspawns that arise from summoned units are 25% effective.
Every 2.5 seconds, a random enemy within 2 hexes is burned for 25% of their maximum health over 10 seconds. Any healing they receive is reduced by 50%.

[Unique - Only One Per Champion]
When combat begins, the wearer summons a whirlwind on the opposite side of the arena that removes the closest enemy from combat for 5 seconds. Ignores CC immunity.

[Unique - Only One Per Champion]
When the holder deals magic damage with their Ability, they burn the target, dealing 25% of the target's maximum Health as true damage over 10 seconds, and reducing healing by 50% for the duration of the burn.

[Unique - Only One Per Champion]
Every 5 seconds, the holder radiates an aura to allies within 1 Hex, healing them for 20% of their missing Health.

Affected allies take 25% reduced damage from area-of-effect attacks for 5 seconds
Grants 1800 bonus Health (including components). The holder takes 60 true damage each second.
When combat begins, the holder and all allies within 1 hex(es) in the same row gain a shield that blocks the first enemy Ability.

[Unique - Only One Per Champion]
The holder gains the Nightbringer trait.

[Unique - Only One Per Champion]
Sparring Gloves+5% Critical Strike Chance<br>+10% Dodge Chance
Grants 75% Critical Strike Chance (including components). Each point of Critical Strike Chance above 100% becomes +1% Critical Strike Damage.

[Unique - Only One Per Champion]
When the wearer inflicts a critical hit, the target's Armor is reduced by 70% for 5 seconds. This effect does not stack.

[Unique - Only One Per Champion]
When combat begins, the wearer shoots a beam straight ahead that delays affected enemies' first spellcast, increasing their max Mana by 35% until they cast.

[Unique - Only One Per Champion]
The wearer is immune to crowd control for the first 12 seconds of combat.

[Unique - Only One Per Champion]
The holder's magic and true damage from their Ability can critically strike. The holder gains +40% bonus critical strike damage.
At the begining of each planning phase, the wearer gains one of the following:
- +45 Attack Damage and +45 Ability Power.
- Attacks and Abilities heal for 40% of damage dealt.
Blocks the first enemy Ability that hits the holder, and stuns the Ability's caster for 4 seconds.

[Unique - Only One Per Champion]
At the beginning of each planning phase, the holder equip 2 temporary items. Temporary items increase in power based on your player level.

[Consumes Three item Slots. Cannot Grant Shadow Items]
The holder gains the Assassin trait.

[Unique - Only One Per Champion]
Grants 75% Critical Strike Chance (including components). Each point of Critical Strike Chance above 100% becomes +1% Critical Strike Damage.

[Unique - Only One Per Champion]
When the wearer inflicts a critical hit, the target's Armor is reduced by 70% for 5 seconds. This effect does not stack.

[Unique - Only One Per Champion]
When combat begins, the wearer shoots a beam straight ahead that delays affected enemies' first spellcast, increasing their max Mana by 35% until they cast.

[Unique - Only One Per Champion]
The wearer is immune to crowd control for the first 12 seconds of combat.

[Unique - Only One Per Champion]
The holder's magic and true damage from their Ability can critically strike. The holder gains +40% bonus critical strike damage.
At the begining of each planning phase, the wearer gains one of the following:
- +45 Attack Damage and +45 Ability Power.
- Attacks and Abilities heal for 40% of damage dealt.
Blocks the first enemy Ability that hits the holder, and stuns the Ability's caster for 4 seconds.

[Unique - Only One Per Champion]
At the beginning of each planning phase, the holder equips 2 temporary items. These Items are always full shadow items.

[Consumes Three Item Slots]
The holder gains the Abomination trait.

[Unique - Only One Per Champion]
PfannenwenderIt must do something...
The holder gains the Skirmisher trait.

[Unique - Only One Per Champion]
The holder gains the Legionnaire trait.

[Unique - Only One Per Champion]
The holder gains the Ironclad trait.

[Unique - Only One Per Champion]
The holder gains the Redeemed trait.

[Unique - Only One Per Champion]
The holder gains the Spellweaver trait.

[Unique - Only One Per Champion]
The holder gains the Renewer trait.

[Unique - Only One Per Champion]
The holder gains the Dawnbringer trait.

[Unique - Only One Per Champion]
The holder gains the Assassin trait.

[Unique - Only One Per Champion]
Wearer's team gains +1 maximum team size.
The holder gains the Skirmisher trait.

[Unique - Only One Per Champion]
The holder gains the Legionnaire trait.

[Unique - Only One Per Champion]
The holder gains the Ironclad trait.

[Unique - Only One Per Champion]
The holder gains the Redeemed trait.

[Unique - Only One Per Champion]
The holder gains the Spellweaver trait.

[Unique - Only One Per Champion]
The holder gains the Renewer trait.

[Unique - Only One Per Champion]
The holder gains the Dawnbringer trait.

[Unique - Only One Per Champion]
The holder gains the Abomination trait.

[Unique - Only One Per Champion]
The holder's team gains +2 maximum team size, but the player's Little Legend takes +100% damage after losing a battle.
Shadow Sword+10 Attack Damage
Contributing to a kill grants the holder +15 Attack Damage for the rest of combat. This effect can stack any number of times (starting at 4). The holder receives -20% maximum Health.
The holder's Abilities and attacks do 50% bonus damage. If the target has more than 1100 maximum Health.
Prevents the holder's first death, placing them in stasis instead. After 2 seconds, they return with 70% Health and shed all negative effects. After this effect triggers, the holder's Attack Speed is reduced by 50% for the rest of combat.

[Unique - Only One Per Champion]
Physical damage heals the holder for 40% of the damage dealt. Each time the holder heals to 90% Health, they gain 30% Attack Speed for 4 seconds. The holder takes 25% of their maximum Health in true damage at the beginning of combat.
The holder's magic and true damage from Abilities heals the ally with lowest percent Health for 60% of the damage dealt. This heal cannot affect the holder.
The wearer's attacks restore 14 additional Mana. The wearer deals 15% less damage.
When combat begins, the holder reduces the Attack Speed of all allies within 1 hexes in the same row by -20%. The holder then gains +40% Attack Speed for each affected ally.
Grants +75% Critical Strike Chance (including components). Each point of Critical Strike Chance above 100% becomes +1% Critical Strike Damage. The holder also gains 30% Critical Strike Damage. Each time the holder attacks or cast their Ability, they take true damage equal to 3% of their maximum Health.

[Unique - Only One Per Champion]
The holder gains the Forgotten trait.

[Unique - Only One Per Champion]
Contributing to a kill grants the holder +15 Attack Damage for the rest of combat. This effect can stack any number of times (starting at 4). The holder receives -20% maximum Health.
The holder's Abilities and attacks do 50% bonus damage. If the target has more than 1100 maximum Health.
Prevents the holder's first death, placing them in stasis instead. After 2 seconds, they return with 70% Health and shed all negative effects. After this effect triggers, the holder's Attack Speed is reduced by 50% for the rest of combat.

[Unique - Only One Per Champion]
Physical damage heals the holder for 40% of the damage dealt. Each time the holder heals to 90% Health, they gain 30% Attack Speed for 4 seconds. The holder takes 25% of their maximum Health in true damage at the beginning of combat.
The holder's magic and true damage from Abilities heals the ally with lowest percent Health for 60% of the damage dealt. This heal cannot affect the holder.
The wearer's attacks restore 14 additional Mana. The wearer deals 15% less damage.
When combat begins, the holder reduces the Attack Speed of all allies within 1 hexes in the same row by -20%. The holder then gains +40% Attack Speed for each affected ally.
Grants +75% Critical Strike Chance (including components). Each point of Critical Strike Chance above 100% becomes +1% Critical Strike Damage. The holder also gains 30% Critical Strike Damage. Each time the holder attacks or cast their Ability, they take true damage equal to 3% of their maximum Health.

[Unique - Only One Per Champion]
The holder gains the Forgotten trait.

[Unique - Only One Per Champion]
Shadow Bow+10% Attack Speed
The holder's Abilities and attacks do 50% bonus damage. If the target has more than 1100 maximum Health.
Increases the holder's Attack Range by 1 hex. Additionally, the holder gains +40% bonus Attack Speed when there are no enemies within 2 hex.

The holder's attacks can no longer miss.
Every 3 seconds, the holder's next attack deals 20% of the total damage they have taken since the last empowered attack as true damage.
The holder's attacks fire bolts at 2 nearby enemies, dealing 50% of the holder's Attack Damage. These bolts can critically strike but do not apply on-hit effects.
Attacks grant +9% bonus Attack Speed for the rest of combat. The bonus Attack Speed can stack any number of times. The holder is dealt 2.5% of their maximum Health as true damage each attack.
Every other attack from the holder unleashes chain lightning that strikes 4 enemies, dealing 70 magic damage and reducing their Magic Resist by 50% for 5 seconds.

The holder receives -33% Attack Damage.
At the start of combat, the holder taunts enemies within 2 hexes.

When the holder dies, an Unstable Voidspawn with 500 Health arises and taunts enemies again. When it dies it deals 500 true damage to enemies within 1 hex(es).

Voidspawns that arise from summoned units are 50% effective.
When the holder inflicts a critical hit, the target's Armor and Magic Resist are reduced by 70% for 5 seconds. The holder's Armor and Magic Resist are also permanently reduced by 25%.
The holder gains the Hellion trait.

[Unique - Only One Per Champion]
The holder's Abilities and attacks do 50% bonus damage. If the target has more than 1100 maximum Health.
Increases the holder's Attack Range by 1 hex. Additionally, the holder gains +40% bonus Attack Speed when there are no enemies within 2 hex.

The holder's attacks can no longer miss.
Every 3 seconds, the holder's next attack deals 20% of the total damage they have taken since the last empowered attack as true damage.
The holder's attacks fire bolts at 2 nearby enemies, dealing 50% of the holder's Attack Damage. These bolts can critically strike but do not apply on-hit effects.
Attacks grant +9% bonus Attack Speed for the rest of combat. The bonus Attack Speed can stack any number of times. The holder is dealt 2.5% of their maximum Health as true damage each attack.
Every other attack from the holder unleashes chain lightning that strikes 4 enemies, dealing 70 magic damage and reducing their Magic Resist by 50% for 5 seconds.

The holder receives -33% Attack Damage.
At the start of combat, the holder taunts enemies within 2 hexes.

When the holder dies, an Unstable Voidspawn with 500 Health arises and taunts enemies again. When it dies it deals 500 true damage to enemies within 1 hex(es).

Voidspawns that arise from summoned units are 50% effective.
When the holder inflicts a critical hit, the target's Armor and Magic Resist are reduced by 70% for 5 seconds. The holder's Armor and Magic Resist are also permanently reduced by 25%.
The holder gains the Hellion trait.

[Unique - Only One Per Champion]
Shadow Vest+20 Armor
Prevents the holder's first death, placing them in stasis instead. After 2 seconds, they return with 70% Health and shed all negative effects. After this effect triggers, the holder's Attack Speed is reduced by 50% for the rest of combat.

[Unique - Only One Per Champion]
Every 3 seconds, the holder's next attack deals 20% of the total damage they have taken since the last empowered attack as true damage.
Grants 200 bonus Armor (including components).
The holder heals themself for 45 health every 2 seconds for each unit targeting them.
When combat begins, the holder and all allies with 2 hexes in the same row gain 60 bonus Armor and Magic Resist, but gain 5 less Mana per attack.
Reduces the Attack Speed of all enemies within 2 hexes by 35%.

The Attack Speed of allies (except the wearer) within 1 hex is reduced by 35%.

[Unique - Only One Per Champion]
Every 1.5 second(s), a random enemy within 3 hexes is burned for 25% of their maximum Health as true damage over 10 seconds. Any healing they receive is reduced by 50%. The holder is also burned for 25% of their maximum Health as true damage over 8 seconds, and any healing they received is reduced by 50%.

[Unique - Only One Per Champion]
When combat begins, the holder shoots a beam straight ahead and behind that delays affected enemies' and other allies' first ability cast, increasing their maximum Mana by 65% until they cast.

[Unique - Only One Per Champion]
The holder gains the Cavalier trait.

[Unique - Only One Per Champion]
Prevents the holder's first death, placing them in stasis instead. After 2 seconds, they return with 70% Health and shed all negative effects. After this effect triggers, the holder's Attack Speed is reduced by 50% for the rest of combat.

[Unique - Only One Per Champion]
Every 3 seconds, the holder's next attack deals 20% of the total damage they have taken since the last empowered attack as true damage.
Grants 200 bonus Armor (including components).
The holder heals themself for 45 health every 2 seconds for each unit targeting them.
When combat begins, the holder and all allies with 2 hexes in the same row gain 60 bonus Armor and Magic Resist, but gain 5 less Mana per attack.
Reduces the Attack Speed of all enemies within 2 hexes by 35%.

The Attack Speed of allies (except the wearer) within 1 hex is reduced by 35%.

[Unique - Only One Per Champion]
Every 1.5 second(s), a random enemy within 3 hexes is burned for 25% of their maximum Health as true damage over 10 seconds. Any healing they receive is reduced by 50%. The holder is also burned for 25% of their maximum Health as true damage over 8 seconds, and any healing they received is reduced by 50%.

[Unique - Only One Per Champion]
When combat begins, the holder shoots a beam straight ahead and behind that delays affected enemies' and other allies' first ability cast, increasing their maximum Mana by 65% until they cast.

[Unique - Only One Per Champion]
The holder gains the Cavalier trait.

[Unique - Only One Per Champion]
Shadow Cloak+20 Magic Resist
Physical damage heals the holder for 40% of the damage dealt. Each time the holder heals to 90% Health, they gain 30% Attack Speed for 4 seconds. The holder takes 25% of their maximum Health in true damage at the beginning of combat.
The holder's attacks fire bolts at 2 nearby enemies, dealing 50% of the holder's Attack Damage. These bolts can critically strike but do not apply on-hit effects.
The holder heals themself for 45 health every 2 seconds for each unit targeting them.
Reduces incoming magic damage by 15%. Negates bonus damage from incoming critical hits.
Enemies and allies (except the holder) within 2 hexes are zapped when they cast an ability, taking magic damage scaling with their maximum Mana. Enemies take 200% of their maximum Mana, and allies take 50% of their maximum Mana. Whenever an ally or enemy is zapped, the holder gains 10 Ability Power for the rest of combat.
When combat begins, all of the holder's allies within 1 hex in the same row gain 40 Ability Power for the rest of combat. The holder loses 20 Ability Power instead of gaining any.
When combat begins, the holder summons a whirlwind on the opposite side of the arena that removes the closest enemy from combat for 8 seconds. Once the enemy returns to combat, they gain 30 Attack Damage and Ability Power for the rest of combat. Ignores CC immunity.

[Unique - Only One Per Champion]
The wearer is immune to crowd control for the entirety of combat and receives -20% maximum Health.

[Unique - Only One Per Champion]
The holder gains the Revenant trait.

[Unique - Only One Per Champion]
Physical damage heals the holder for 40% of the damage dealt. Each time the holder heals to 90% Health, they gain 30% Attack Speed for 4 seconds. The holder takes 25% of their maximum Health in true damage at the beginning of combat.
The holder's attacks fire bolts at 2 nearby enemies, dealing 50% of the holder's Attack Damage. These bolts can critically strike but do not apply on-hit effects.
The holder heals themself for 45 health every 2 seconds for each unit targeting them.
Reduces incoming magic damage by 15%. Negates bonus damage from incoming critical hits.
Enemies and allies (except the holder) within 2 hexes are zapped when they cast an ability, taking magic damage scaling with their maximum Mana. Enemies take 200% of their maximum Mana, and allies take 50% of their maximum Mana. Whenever an ally or enemy is zapped, the holder gains 10 Ability Power for the rest of combat.
When combat begins, all of the holder's allies within 1 hex in the same row gain 40 Ability Power for the rest of combat. The holder loses 20 Ability Power instead of gaining any.
When combat begins, the holder summons a whirlwind on the opposite side of the arena that removes the closest enemy from combat for 8 seconds. Once the enemy returns to combat, they gain 30 Attack Damage and Ability Power for the rest of combat. Ignores CC immunity.

[Unique - Only One Per Champion]
The wearer is immune to crowd control for the entirety of combat and receives -20% maximum Health.

[Unique - Only One Per Champion]
The holder gains the Revenant trait.

[Unique - Only One Per Champion]
Shadow Rod+10 Ability Power
The holder's magic and true damage from Abilities heals the ally with lowest percent Health for 60% of the damage dealt. This heal cannot affect the holder.
Attacks grant +9% bonus Attack Speed for the rest of combat. The bonus Attack Speed can stack any number of times. The holder is dealt 2.5% of their maximum Health as true damage each attack.
When combat begins, the holder and all allies with 2 hexes in the same row gain 60 bonus Armor and Magic Resist, but gain 5 less Mana per attack.
Enemies and allies (except the holder) within 2 hexes are zapped when they cast an ability, taking magic damage scaling with their maximum Mana. Enemies take 200% of their maximum Mana, and allies take 50% of their maximum Mana. Whenever an ally or enemy is zapped, the holder gains 10 Ability Power for the rest of combat.
Grants 100 bonus Ability Power (including components) and -20% maximum Health.
Each time the holder casts their Ability, they gain empty maximum Health equal to 350% of their maximum Mana. The holder then heals for that amount.
When the holder deals magic damage with their Ability, they burn the target, dealing 100% of the target's maximum Health as true damage over 25 seconds, and reducing healing by 50% for the duration of the burn.
The holder's Ability deals 50% less damage.

[Unique - Only One Per Champion]
The holder gains 40% Critical Strike Damage and magic and true damage from their Ability can critically strike. The first time the holder casts their Ability each combat, they gain an additional 20% Critical Strike Chance for the remainder of combat (this bonus applies to that Ability cast). Each time the holder casts their Ability, they deal 100% of their maximum Mana to themselves as true damage.
The holder gains the Dragonslayer trait.

[Unique - Only One Per Champion]
The holder's magic and true damage from Abilities heals the ally with lowest percent Health for 60% of the damage dealt. This heal cannot affect the holder.
Attacks grant +9% bonus Attack Speed for the rest of combat. The bonus Attack Speed can stack any number of times. The holder is dealt 2.5% of their maximum Health as true damage each attack.
When combat begins, the holder and all allies with 2 hexes in the same row gain 60 bonus Armor and Magic Resist, but gain 5 less Mana per attack.
Enemies and allies (except the holder) within 2 hexes are zapped when they cast an ability, taking magic damage scaling with their maximum Mana. Enemies take 200% of their maximum Mana, and allies take 50% of their maximum Mana. Whenever an ally or enemy is zapped, the holder gains 10 Ability Power for the rest of combat.
Grants 100 bonus Ability Power (including components) and -20% maximum Health.
Each time the holder casts their Ability, they gain empty maximum Health equal to 350% of their maximum Mana. The holder then heals for that amount.
When the holder deals magic damage with their Ability, they burn the target, dealing 100% of the target's maximum Health as true damage over 25 seconds, and reducing healing by 50% for the duration of the burn.
The holder's Ability deals 50% less damage.

[Unique - Only One Per Champion]
The holder gains 40% Critical Strike Damage and magic and true damage from their Ability can critically strike. The first time the holder casts their Ability each combat, they gain an additional 20% Critical Strike Chance for the remainder of combat (this bonus applies to that Ability cast). Each time the holder casts their Ability, they deal 100% of their maximum Mana to themselves as true damage.
The holder gains the Dragonslayer trait.

[Unique - Only One Per Champion]
Shadow Tear+15 Mana
The wearer's attacks restore 14 additional Mana. The wearer deals 15% less damage.
Every other attack from the holder unleashes chain lightning that strikes 4 enemies, dealing 70 magic damage and reducing their Magic Resist by 50% for 5 seconds.

The holder receives -33% Attack Damage.
Reduces the Attack Speed of all enemies within 2 hexes by 35%.

The Attack Speed of allies (except the wearer) within 1 hex is reduced by 35%.

[Unique - Only One Per Champion]
When combat begins, all of the holder's allies within 1 hex in the same row gain 40 Ability Power for the rest of combat. The holder loses 20 Ability Power instead of gaining any.
Each time the holder casts their Ability, they gain empty maximum Health equal to 350% of their maximum Mana. The holder then heals for that amount.
After casting their Ability, the holder gains 15 Mana. If the holder has less than 60% Health, this is increased to 50.

[Unique - Only One Per Champion]
The holder radiates an aura to all allies on the board except themself, and heals them for 25% of their missing Health every 5 seconds. Each time this happens, the holder damages themselves for 5% of their current Health as true damage.
At the beginning of combat, the holder gains both of the following:
- +40 Attack Damage and +40 Ability Power.
- Attacks and Abilities heal for 40% of damage dealt.
These bonuses expire after each takedown, and renew on the next.
The holder gains the Coven trait.

[Unique - Only One Per Champion]
The wearer's attacks restore 14 additional Mana. The wearer deals 15% less damage.
Every other attack from the holder unleashes chain lightning that strikes 4 enemies, dealing 70 magic damage and reducing their Magic Resist by 50% for 5 seconds.

The holder receives -33% Attack Damage.
Reduces the Attack Speed of all enemies within 2 hexes by 35%.

The Attack Speed of allies (except the wearer) within 1 hex is reduced by 35%.

[Unique - Only One Per Champion]
When combat begins, all of the holder's allies within 1 hex in the same row gain 40 Ability Power for the rest of combat. The holder loses 20 Ability Power instead of gaining any.
Each time the holder casts their Ability, they gain empty maximum Health equal to 350% of their maximum Mana. The holder then heals for that amount.
After casting their Ability, the holder gains 15 Mana. If the holder has less than 60% Health, this is increased to 50.

[Unique - Only One Per Champion]
The holder radiates an aura to all allies on the board except themself, and heals them for 25% of their missing Health every 5 seconds. Each time this happens, the holder damages themselves for 5% of their current Health as true damage.
At the beginning of combat, the holder gains both of the following:
- +40 Attack Damage and +40 Ability Power.
- Attacks and Abilities heal for 40% of damage dealt.
These bonuses expire after each takedown, and renew on the next.
The holder gains the Coven trait.

[Unique - Only One Per Champion]
Shadow Belt+150 Health
When combat begins, the holder reduces the Attack Speed of all allies within 1 hexes in the same row by -20%. The holder then gains +40% Attack Speed for each affected ally.
At the start of combat, the holder taunts enemies within 2 hexes.

When the holder dies, an Unstable Voidspawn with 500 Health arises and taunts enemies again. When it dies it deals 500 true damage to enemies within 1 hex(es).

Voidspawns that arise from summoned units are 50% effective.
Every 1.5 second(s), a random enemy within 3 hexes is burned for 25% of their maximum Health as true damage over 10 seconds. Any healing they receive is reduced by 50%. The holder is also burned for 25% of their maximum Health as true damage over 8 seconds, and any healing they received is reduced by 50%.

[Unique - Only One Per Champion]
When combat begins, the holder summons a whirlwind on the opposite side of the arena that removes the closest enemy from combat for 8 seconds. Once the enemy returns to combat, they gain 30 Attack Damage and Ability Power for the rest of combat. Ignores CC immunity.

[Unique - Only One Per Champion]
When the holder deals magic damage with their Ability, they burn the target, dealing 100% of the target's maximum Health as true damage over 25 seconds, and reducing healing by 50% for the duration of the burn.
The holder's Ability deals 50% less damage.

[Unique - Only One Per Champion]
The holder radiates an aura to all allies on the board except themself, and heals them for 25% of their missing Health every 5 seconds. Each time this happens, the holder damages themselves for 5% of their current Health as true damage.
Grants 1800 bonus Health (including components). The holder takes 60 true damage each second.
When combat begins, the holder and all allies within 1 hex(es) in the same row gain a shield that blocks the first enemy Ability.

[Unique - Only One Per Champion]
The holder gains the Nightbringer trait.

[Unique - Only One Per Champion]
When combat begins, the holder reduces the Attack Speed of all allies within 1 hexes in the same row by -20%. The holder then gains +40% Attack Speed for each affected ally.
At the start of combat, the holder taunts enemies within 2 hexes.

When the holder dies, an Unstable Voidspawn with 500 Health arises and taunts enemies again. When it dies it deals 500 true damage to enemies within 1 hex(es).

Voidspawns that arise from summoned units are 50% effective.
Every 1.5 second(s), a random enemy within 3 hexes is burned for 25% of their maximum Health as true damage over 10 seconds. Any healing they receive is reduced by 50%. The holder is also burned for 25% of their maximum Health as true damage over 8 seconds, and any healing they received is reduced by 50%.

[Unique - Only One Per Champion]
When combat begins, the holder summons a whirlwind on the opposite side of the arena that removes the closest enemy from combat for 8 seconds. Once the enemy returns to combat, they gain 30 Attack Damage and Ability Power for the rest of combat. Ignores CC immunity.

[Unique - Only One Per Champion]
When the holder deals magic damage with their Ability, they burn the target, dealing 100% of the target's maximum Health as true damage over 25 seconds, and reducing healing by 50% for the duration of the burn.
The holder's Ability deals 50% less damage.

[Unique - Only One Per Champion]
The holder radiates an aura to all allies on the board except themself, and heals them for 25% of their missing Health every 5 seconds. Each time this happens, the holder damages themselves for 5% of their current Health as true damage.
Grants 1800 bonus Health (including components). The holder takes 60 true damage each second.
When combat begins, the holder and all allies within 1 hex(es) in the same row gain a shield that blocks the first enemy Ability.

[Unique - Only One Per Champion]
The holder gains the Nightbringer trait.

[Unique - Only One Per Champion]
Shadow Gloves+5% Critical Strike Chance<br>+10% Dodge Chance
Grants +75% Critical Strike Chance (including components). Each point of Critical Strike Chance above 100% becomes +1% Critical Strike Damage. The holder also gains 30% Critical Strike Damage. Each time the holder attacks or cast their Ability, they take true damage equal to 3% of their maximum Health.

[Unique - Only One Per Champion]
When the holder inflicts a critical hit, the target's Armor and Magic Resist are reduced by 70% for 5 seconds. The holder's Armor and Magic Resist are also permanently reduced by 25%.
When combat begins, the holder shoots a beam straight ahead and behind that delays affected enemies' and other allies' first ability cast, increasing their maximum Mana by 65% until they cast.

[Unique - Only One Per Champion]
The wearer is immune to crowd control for the entirety of combat and receives -20% maximum Health.

[Unique - Only One Per Champion]
The holder gains 40% Critical Strike Damage and magic and true damage from their Ability can critically strike. The first time the holder casts their Ability each combat, they gain an additional 20% Critical Strike Chance for the remainder of combat (this bonus applies to that Ability cast). Each time the holder casts their Ability, they deal 100% of their maximum Mana to themselves as true damage.
At the beginning of combat, the holder gains both of the following:
- +40 Attack Damage and +40 Ability Power.
- Attacks and Abilities heal for 40% of damage dealt.
These bonuses expire after each takedown, and renew on the next.
When combat begins, the holder and all allies within 1 hex(es) in the same row gain a shield that blocks the first enemy Ability.

[Unique - Only One Per Champion]
At the beginning of each planning phase, the holder equips 2 temporary items. These Items are always full shadow items.

[Consumes Three Item Slots]
The holder gains the Abomination trait.

[Unique - Only One Per Champion]
Grants +75% Critical Strike Chance (including components). Each point of Critical Strike Chance above 100% becomes +1% Critical Strike Damage. The holder also gains 30% Critical Strike Damage. Each time the holder attacks or cast their Ability, they take true damage equal to 3% of their maximum Health.

[Unique - Only One Per Champion]
When the holder inflicts a critical hit, the target's Armor and Magic Resist are reduced by 70% for 5 seconds. The holder's Armor and Magic Resist are also permanently reduced by 25%.
When combat begins, the holder shoots a beam straight ahead and behind that delays affected enemies' and other allies' first ability cast, increasing their maximum Mana by 65% until they cast.

[Unique - Only One Per Champion]
The wearer is immune to crowd control for the entirety of combat and receives -20% maximum Health.

[Unique - Only One Per Champion]
The holder gains 40% Critical Strike Damage and magic and true damage from their Ability can critically strike. The first time the holder casts their Ability each combat, they gain an additional 20% Critical Strike Chance for the remainder of combat (this bonus applies to that Ability cast). Each time the holder casts their Ability, they deal 100% of their maximum Mana to themselves as true damage.
At the beginning of combat, the holder gains both of the following:
- +40 Attack Damage and +40 Ability Power.
- Attacks and Abilities heal for 40% of damage dealt.
These bonuses expire after each takedown, and renew on the next.
When combat begins, the holder and all allies within 1 hex(es) in the same row gain a shield that blocks the first enemy Ability.

[Unique - Only One Per Champion]
At the beginning of each planning phase, the holder equips 2 temporary items. These Items are always full shadow items.

[Consumes Three Item Slots]
The holder gains the Abomination trait.

[Unique - Only One Per Champion]
Shadow SpatulaIt must do something evil...
The holder gains the Forgotten trait.

[Unique - Only One Per Champion]
The holder gains the Hellion trait.

[Unique - Only One Per Champion]
The holder gains the Cavalier trait.

[Unique - Only One Per Champion]
The holder gains the Revenant trait.

[Unique - Only One Per Champion]
The holder gains the Dragonslayer trait.

[Unique - Only One Per Champion]
The holder gains the Coven trait.

[Unique - Only One Per Champion]
The holder gains the Nightbringer trait.

[Unique - Only One Per Champion]
The holder's team gains +2 maximum team size, but the player's Little Legend takes +100% damage after losing a battle.
The holder gains the Forgotten trait.

[Unique - Only One Per Champion]
The holder gains the Hellion trait.

[Unique - Only One Per Champion]
The holder gains the Cavalier trait.

[Unique - Only One Per Champion]
The holder gains the Revenant trait.

[Unique - Only One Per Champion]
The holder gains the Dragonslayer trait.

[Unique - Only One Per Champion]
The holder gains the Coven trait.

[Unique - Only One Per Champion]
The holder gains the Nightbringer trait.

[Unique - Only One Per Champion]
The holder gains the Abomination trait.

[Unique - Only One Per Champion]
The holder's team gains +2 maximum team size, but the player's Little Legend takes +100% damage after losing a battle.
Items Table
NameDescriptionCombination
B.F. Sword
+10 Attack Damage
+10 Attack Damage
Recurve Bow
+10% Attack Speed
+10% Attack Speed
Chain Vest
+20 Armor
+20 Armor
Negatron Cloak
+20 Magic Resist
+20 Magic Resist
Needlessly Large Rod
+10 Ability Power
+10 Ability Power
Tear of the Goddess
+15 Mana
+15 Mana
Giant's Belt
+150 Health
+150 Health
Sparring Gloves
+5% Critical Strike Chance
+10% Dodge Chance
+5% Critical Strike Chance
+10% Dodge Chance
Pfannenwender
It must do something...
It must do something...
Deathblade
Contributing to a kill grants the holder +10 additional Attack Damage for the rest of combat.

This effect can stack any number of times (starting at 4).
Contributing to a kill grants the holder +10 additional Attack Damage for the rest of combat.

This effect can stack any number of times (starting at 4).
Giant Slayer
The holder's Abilities and attacks do 10% bonus damage. If the target has more than 1650 maximum Health, the bonus increases to 75%.
The holder's Abilities and attacks do 10% bonus damage. If the target has more than 1650 maximum Health, the bonus increases to 75%.
Guardian Angel
Prevents the wearer's first death, placing them in stasis instead. After 2 seconds, they return with 400 Health and shed all negative effects.

[Unique - Only One Per Champion]
Prevents the wearer's first death, placing them in stasis instead. After 2 seconds, they return with 400 Health and shed all negative effects.

[Unique - Only One Per Champion]
Bloodthirster
Basic attacks heal the wearer for 33% of the damage dealt.

Upon falling below 40% Health, the wearer gain a 30% max Health shield that lasts up to 5 seconds.
Basic attacks heal the wearer for 33% of the damage dealt.

Upon falling below 40% Health, the wearer gain a 30% max Health shield that lasts up to 5 seconds.
Hextech Gunblade
The holder's magic and true damage from Abilities heal them for 33% of the damage dealt. Excess healing fuels a shield that protects the holder against up to 300 damage.
The holder's magic and true damage from Abilities heal them for 33% of the damage dealt. Excess healing fuels a shield that protects the holder against up to 300 damage.
Spear of Shojin
The wearer's Basic Attacks restore 8 additional Mana.
The wearer's Basic Attacks restore 8 additional Mana.
Zeke's Herald
When combat begins, the wearer and all allies within 1 hexes in the same row gain +25% Attack Speed for the rest of combat.
When combat begins, the wearer and all allies within 1 hexes in the same row gain +25% Attack Speed for the rest of combat.
Infinity Edge
Grants 75% Critical Strike Chance (including components). Each point of Critical Strike Chance above 100% becomes +1% Critical Strike Damage.

[Unique - Only One Per Champion]
Grants 75% Critical Strike Chance (including components). Each point of Critical Strike Chance above 100% becomes +1% Critical Strike Damage.

[Unique - Only One Per Champion]
Rapid Firecannon
Increases the wearer's Attack Range by 1 hex and grants 20% bonus Attack Speed.

The wearer's Basic Attacks can no longer miss.
Increases the wearer's Attack Range by 1 hex and grants 20% bonus Attack Speed.

The wearer's Basic Attacks can no longer miss.
Titan’s Resolve
When the wearer takes damage or inflicts a critical hit, they gain 3 Attack Damage and Spell Power.

This stacks up to 25 times, at which point the wearer gains 25 Armor and Magic Resist.
When the wearer takes damage or inflicts a critical hit, they gain 3 Attack Damage and Spell Power.

This stacks up to 25 times, at which point the wearer gains 25 Armor and Magic Resist.
Runaan's Hurricane
Basic Attacks fire a bolt at another nearby enemy, dealing 75% of the wearer's Attack Damage and applying on-hit effects. These bolts can critical strike.
Basic Attacks fire a bolt at another nearby enemy, dealing 75% of the wearer's Attack Damage and applying on-hit effects. These bolts can critical strike.
Guinsoo's Rageblade
Attacks grant +6% bonus Attack Speed for the rest of combat.

This effect can stack any number of times.
Attacks grant +6% bonus Attack Speed for the rest of combat.

This effect can stack any number of times.
Statikk Shiv
Every third Basic Attack from the wearer unleashes a chain lightning that bounces to 4 enemies, dealing 70 magic damage and reducing their Magic Resist by 50% for 5 seconds.
Every third Basic Attack from the wearer unleashes a chain lightning that bounces to 4 enemies, dealing 70 magic damage and reducing their Magic Resist by 50% for 5 seconds.
Zz'Rot Portal
At the start of combat, the holder taunts enemies within 2 hexes.

When the holder dies, a Voidspawn arises taunting nearby enemies. Voidspawns that arise from summoned units are 25% effective.
At the start of combat, the holder taunts enemies within 2 hexes.

When the holder dies, a Voidspawn arises taunting nearby enemies. Voidspawns that arise from summoned units are 25% effective.
Last Whisper
When the wearer inflicts a critical hit, the target's Armor is reduced by 70% for 5 seconds. This effect does not stack.

[Unique - Only One Per Champion]
When the wearer inflicts a critical hit, the target's Armor is reduced by 70% for 5 seconds. This effect does not stack.

[Unique - Only One Per Champion]
Bramble Vest
Negates bonus damage from incoming critical hits. On being hit by a Basic Attack, deal 80/100/150 ★ magic damage to all nearby enemies (once every 2.5 seconds).
Negates bonus damage from incoming critical hits. On being hit by a Basic Attack, deal 80/100/150 ★ magic damage to all nearby enemies (once every 2.5 seconds).
Gargoyle Stoneplate
The holder gains 18 Armor and 18 Magic Resist for each enemy targeting them.
The holder gains 18 Armor and 18 Magic Resist for each enemy targeting them.
Sunfire Cape
Every 2.5 seconds, a random enemy within 2 hexes is burned for 25% of their maximum health over 10 seconds. Any healing they receive is reduced by 50%.

[Unique - Only One Per Champion]
Every 2.5 seconds, a random enemy within 2 hexes is burned for 25% of their maximum health over 10 seconds. Any healing they receive is reduced by 50%.

[Unique - Only One Per Champion]
Shroud of Stillness
When combat begins, the wearer shoots a beam straight ahead that delays affected enemies' first spellcast, increasing their max Mana by 35% until they cast.

[Unique - Only One Per Champion]
When combat begins, the wearer shoots a beam straight ahead that delays affected enemies' first spellcast, increasing their max Mana by 35% until they cast.

[Unique - Only One Per Champion]
Dragon's Claw
Grants 250 bonus Magic Resist (including components).
Grants 250 bonus Magic Resist (including components).
Zephyr
When combat begins, the wearer summons a whirlwind on the opposite side of the arena that removes the closest enemy from combat for 5 seconds. Ignores CC immunity.

[Unique - Only One Per Champion]
When combat begins, the wearer summons a whirlwind on the opposite side of the arena that removes the closest enemy from combat for 5 seconds. Ignores CC immunity.

[Unique - Only One Per Champion]
Quicksilver
The wearer is immune to crowd control for the first 12 seconds of combat.

[Unique - Only One Per Champion]
The wearer is immune to crowd control for the first 12 seconds of combat.

[Unique - Only One Per Champion]
Locket of the Iron Solari
When combat begins, the wearer and all allies within 2 hexes in the same row gain a shield that blocks 300/350/400 ★ damage for 8 seconds.
When combat begins, the wearer and all allies within 2 hexes in the same row gain a shield that blocks 300/350/400 ★ damage for 8 seconds.
Ionic Spark
Enemies within 2 hexes have their Magic Resist reduced by 50% (does not stack). When they cast a spell, they are zapped taking magic damage equal to 250% of their max Mana.
Enemies within 2 hexes have their Magic Resist reduced by 50% (does not stack). When they cast a spell, they are zapped taking magic damage equal to 250% of their max Mana.
Rabadon's Deathcap
Grants 70 bonus Ability Power (including components).
Grants 70 bonus Ability Power (including components).
Archangel's Staff
Each time the holder casts their Ability, they gain Ability Power equal to 45% of their maximum Mana (this bonus applies to that Ability cast).
Each time the holder casts their Ability, they gain Ability Power equal to 45% of their maximum Mana (this bonus applies to that Ability cast).
Morellonomicon
When the holder deals magic damage with their Ability, they burn the target, dealing 25% of the target's maximum Health as true damage over 10 seconds, and reducing healing by 50% for the duration of the burn.

[Unique - Only One Per Champion]
When the holder deals magic damage with their Ability, they burn the target, dealing 25% of the target's maximum Health as true damage over 10 seconds, and reducing healing by 50% for the duration of the burn.

[Unique - Only One Per Champion]
Jeweled Gauntlet
The holder's magic and true damage from their Ability can critically strike. The holder gains +40% bonus critical strike damage.
The holder's magic and true damage from their Ability can critically strike. The holder gains +40% bonus critical strike damage.
Frozen Heart
Reduces the Attack Speed of enemies within 2 hexes by 25%.

[Unique - Only One Per Champion]
Reduces the Attack Speed of enemies within 2 hexes by 25%.

[Unique - Only One Per Champion]
Chalice of Power
When combat begins, the holder and all allies within 1 hex in the same row gain 25 Ability Power for the rest of combat.
When combat begins, the holder and all allies within 1 hex in the same row gain 25 Ability Power for the rest of combat.
Blue Buff
After casting their Ability, the holder gains 20 mana.

[Unique - Only One Per Champion]
After casting their Ability, the holder gains 20 mana.

[Unique - Only One Per Champion]
Redemption
Every 5 seconds, the holder radiates an aura to allies within 1 Hex, healing them for 20% of their missing Health.

Affected allies take 25% reduced damage from area-of-effect attacks for 5 seconds
Every 5 seconds, the holder radiates an aura to allies within 1 Hex, healing them for 20% of their missing Health.

Affected allies take 25% reduced damage from area-of-effect attacks for 5 seconds
Hand of Justice
At the begining of each planning phase, the wearer gains one of the following:
- +45 Attack Damage and +45 Ability Power.
- Attacks and Abilities heal for 40% of damage dealt.
At the begining of each planning phase, the wearer gains one of the following:
- +45 Attack Damage and +45 Ability Power.
- Attacks and Abilities heal for 40% of damage dealt.
Warmog's Armor
Grants 1000 bonus Health (including components).
Grants 1000 bonus Health (including components).
Trap Claw
Blocks the first enemy Ability that hits the holder, and stuns the Ability's caster for 4 seconds.

[Unique - Only One Per Champion]
Blocks the first enemy Ability that hits the holder, and stuns the Ability's caster for 4 seconds.

[Unique - Only One Per Champion]
Thief's Gloves
At the beginning of each planning phase, the holder equip 2 temporary items. Temporary items increase in power based on your player level.

[Consumes Three item Slots. Cannot Grant Shadow Items]
At the beginning of each planning phase, the holder equip 2 temporary items. Temporary items increase in power based on your player level.

[Consumes Three item Slots. Cannot Grant Shadow Items]
Force of Nature
Wearer's team gains +1 maximum team size.
Wearer's team gains +1 maximum team size.
Abomination Emblem
The holder gains the Abomination trait.

[Unique - Only One Per Champion]
The holder gains the Abomination trait.

[Unique - Only One Per Champion]
Assassin Emblem
The holder gains the Assassin trait.

[Unique - Only One Per Champion]
The holder gains the Assassin trait.

[Unique - Only One Per Champion]
Cavalier Emblem
The holder gains the Cavalier trait.

[Unique - Only One Per Champion]
The holder gains the Cavalier trait.

[Unique - Only One Per Champion]
Coven Emblem
The holder gains the Coven trait.

[Unique - Only One Per Champion]
The holder gains the Coven trait.

[Unique - Only One Per Champion]
Dawnbringer Emblem
The holder gains the Dawnbringer trait.

[Unique - Only One Per Champion]
The holder gains the Dawnbringer trait.

[Unique - Only One Per Champion]
Dragonslayer Emblem
The holder gains the Dragonslayer trait.

[Unique - Only One Per Champion]
The holder gains the Dragonslayer trait.

[Unique - Only One Per Champion]
Forgotten Emblem
The holder gains the Forgotten trait.

[Unique - Only One Per Champion]
The holder gains the Forgotten trait.

[Unique - Only One Per Champion]
Hellion Emblem
The holder gains the Hellion trait.

[Unique - Only One Per Champion]
The holder gains the Hellion trait.

[Unique - Only One Per Champion]
Ironclad Emblem
The holder gains the Ironclad trait.

[Unique - Only One Per Champion]
The holder gains the Ironclad trait.

[Unique - Only One Per Champion]
Legionnaire Emblem
The holder gains the Legionnaire trait.

[Unique - Only One Per Champion]
The holder gains the Legionnaire trait.

[Unique - Only One Per Champion]
Nightbringer Emblem
The holder gains the Nightbringer trait.

[Unique - Only One Per Champion]
The holder gains the Nightbringer trait.

[Unique - Only One Per Champion]
Redeemed Emblem
The holder gains the Redeemed trait.

[Unique - Only One Per Champion]
The holder gains the Redeemed trait.

[Unique - Only One Per Champion]
Renewer Emblem
The holder gains the Renewer trait.

[Unique - Only One Per Champion]
The holder gains the Renewer trait.

[Unique - Only One Per Champion]
Revenant Emblem
The holder gains the Revenant trait.

[Unique - Only One Per Champion]
The holder gains the Revenant trait.

[Unique - Only One Per Champion]
Skirmisher Emblem
The holder gains the Skirmisher trait.

[Unique - Only One Per Champion]
The holder gains the Skirmisher trait.

[Unique - Only One Per Champion]
Spellweaver Emblem
The holder gains the Spellweaver trait.

[Unique - Only One Per Champion]
The holder gains the Spellweaver trait.

[Unique - Only One Per Champion]
Shadow Item List
NameDescriptionCombination
Shadow Sword
+10 Attack Damage
+10 Attack Damage
Shadow Bow
+10% Attack Speed
+10% Attack Speed
Shadow Vest
+20 Armor
+20 Armor
Shadow Cloak
+20 Magic Resist
+20 Magic Resist
Shadow Rod
+10 Ability Power
+10 Ability Power
Shadow Tear
+15 Mana
+15 Mana
Shadow Belt
+150 Health
+150 Health
Shadow Gloves
+5% Critical Strike Chance
+10% Dodge Chance
+5% Critical Strike Chance
+10% Dodge Chance
Shadow Spatula
It must do something evil...
It must do something evil...
Caustic Deathblade
Contributing to a kill grants the holder +15 Attack Damage for the rest of combat. This effect can stack any number of times (starting at 4). The holder receives -20% maximum Health.
Contributing to a kill grants the holder +15 Attack Damage for the rest of combat. This effect can stack any number of times (starting at 4). The holder receives -20% maximum Health.
Spectral Giantslayer
The holder's Abilities and attacks do 50% bonus damage. If the target has more than 1100 maximum Health.
The holder's Abilities and attacks do 50% bonus damage. If the target has more than 1100 maximum Health.
Hextech Gunblade Of Immortality
The holder's magic and true damage from Abilities heals the ally with lowest percent Health for 60% of the damage dealt. This heal cannot affect the holder.
The holder's magic and true damage from Abilities heals the ally with lowest percent Health for 60% of the damage dealt. This heal cannot affect the holder.
Spectral Spear of Shojin
The wearer's attacks restore 14 additional Mana. The wearer deals 15% less damage.
The wearer's attacks restore 14 additional Mana. The wearer deals 15% less damage.
Fallen Guardian Angel
Prevents the holder's first death, placing them in stasis instead. After 2 seconds, they return with 70% Health and shed all negative effects. After this effect triggers, the holder's Attack Speed is reduced by 50% for the rest of combat.

[Unique - Only One Per Champion]
Prevents the holder's first death, placing them in stasis instead. After 2 seconds, they return with 70% Health and shed all negative effects. After this effect triggers, the holder's Attack Speed is reduced by 50% for the rest of combat.

[Unique - Only One Per Champion]
Riskthirster
Physical damage heals the holder for 40% of the damage dealt. Each time the holder heals to 90% Health, they gain 30% Attack Speed for 4 seconds. The holder takes 25% of their maximum Health in true damage at the beginning of combat.
Physical damage heals the holder for 40% of the damage dealt. Each time the holder heals to 90% Health, they gain 30% Attack Speed for 4 seconds. The holder takes 25% of their maximum Health in true damage at the beginning of combat.
Zeke's Bleak Herald
When combat begins, the holder reduces the Attack Speed of all allies within 1 hexes in the same row by -20%. The holder then gains +40% Attack Speed for each affected ally.
When combat begins, the holder reduces the Attack Speed of all allies within 1 hexes in the same row by -20%. The holder then gains +40% Attack Speed for each affected ally.
Sacrificial Infinity Edge
Grants +75% Critical Strike Chance (including components). Each point of Critical Strike Chance above 100% becomes +1% Critical Strike Damage. The holder also gains 30% Critical Strike Damage. Each time the holder attacks or cast their Ability, they take true damage equal to 3% of their maximum Health.

[Unique - Only One Per Champion]
Grants +75% Critical Strike Chance (including components). Each point of Critical Strike Chance above 100% becomes +1% Critical Strike Damage. The holder also gains 30% Critical Strike Damage. Each time the holder attacks or cast their Ability, they take true damage equal to 3% of their maximum Health.

[Unique - Only One Per Champion]
Rapid Deathcannon
Increases the holder's Attack Range by 1 hex. Additionally, the holder gains +40% bonus Attack Speed when there are no enemies within 2 hex.

The holder's attacks can no longer miss.
Increases the holder's Attack Range by 1 hex. Additionally, the holder gains +40% bonus Attack Speed when there are no enemies within 2 hex.

The holder's attacks can no longer miss.
Guinsoo's Sacrificial Rageblade
Attacks grant +9% bonus Attack Speed for the rest of combat. The bonus Attack Speed can stack any number of times. The holder is dealt 2.5% of their maximum Health as true damage each attack.
Attacks grant +9% bonus Attack Speed for the rest of combat. The bonus Attack Speed can stack any number of times. The holder is dealt 2.5% of their maximum Health as true damage each attack.
Statikk Stiletto
Every other attack from the holder unleashes chain lightning that strikes 4 enemies, dealing 70 magic damage and reducing their Magic Resist by 50% for 5 seconds.

The holder receives -33% Attack Damage.
Every other attack from the holder unleashes chain lightning that strikes 4 enemies, dealing 70 magic damage and reducing their Magic Resist by 50% for 5 seconds.

The holder receives -33% Attack Damage.
Titan's Revenge
Every 3 seconds, the holder's next attack deals 20% of the total damage they have taken since the last empowered attack as true damage.
Every 3 seconds, the holder's next attack deals 20% of the total damage they have taken since the last empowered attack as true damage.
Runaan's Untamed Hurricane
The holder's attacks fire bolts at 2 nearby enemies, dealing 50% of the holder's Attack Damage. These bolts can critically strike but do not apply on-hit effects.
The holder's attacks fire bolts at 2 nearby enemies, dealing 50% of the holder's Attack Damage. These bolts can critically strike but do not apply on-hit effects.
Unstable Zz'Rot Portal
At the start of combat, the holder taunts enemies within 2 hexes.

When the holder dies, an Unstable Voidspawn with 500 Health arises and taunts enemies again. When it dies it deals 500 true damage to enemies within 1 hex(es).

Voidspawns that arise from summoned units are 50% effective.
At the start of combat, the holder taunts enemies within 2 hexes.

When the holder dies, an Unstable Voidspawn with 500 Health arises and taunts enemies again. When it dies it deals 500 true damage to enemies within 1 hex(es).

Voidspawns that arise from summoned units are 50% effective.
Final Whisper
When the holder inflicts a critical hit, the target's Armor and Magic Resist are reduced by 70% for 5 seconds. The holder's Armor and Magic Resist are also permanently reduced by 25%.
When the holder inflicts a critical hit, the target's Armor and Magic Resist are reduced by 70% for 5 seconds. The holder's Armor and Magic Resist are also permanently reduced by 25%.
Refracted Bramble Vest
Grants 200 bonus Armor (including components).
Grants 200 bonus Armor (including components).
Gargoyle Stoneplate Of Immortality
The holder heals themself for 45 health every 2 seconds for each unit targeting them.
The holder heals themself for 45 health every 2 seconds for each unit targeting them.
Eclipse Cape
Every 1.5 second(s), a random enemy within 3 hexes is burned for 25% of their maximum Health as true damage over 10 seconds. Any healing they receive is reduced by 50%. The holder is also burned for 25% of their maximum Health as true damage over 8 seconds, and any healing they received is reduced by 50%.

[Unique - Only One Per Champion]
Every 1.5 second(s), a random enemy within 3 hexes is burned for 25% of their maximum Health as true damage over 10 seconds. Any healing they receive is reduced by 50%. The holder is also burned for 25% of their maximum Health as true damage over 8 seconds, and any healing they received is reduced by 50%.

[Unique - Only One Per Champion]
Dark Shroud of Stillness
When combat begins, the holder shoots a beam straight ahead and behind that delays affected enemies' and other allies' first ability cast, increasing their maximum Mana by 65% until they cast.

[Unique - Only One Per Champion]
When combat begins, the holder shoots a beam straight ahead and behind that delays affected enemies' and other allies' first ability cast, increasing their maximum Mana by 65% until they cast.

[Unique - Only One Per Champion]
Refracted Dragon's Claw
Reduces incoming magic damage by 15%. Negates bonus damage from incoming critical hits.
Reduces incoming magic damage by 15%. Negates bonus damage from incoming critical hits.
Turbulent Zephyr
When combat begins, the holder summons a whirlwind on the opposite side of the arena that removes the closest enemy from combat for 8 seconds. Once the enemy returns to combat, they gain 30 Attack Damage and Ability Power for the rest of combat. Ignores CC immunity.

[Unique - Only One Per Champion]
When combat begins, the holder summons a whirlwind on the opposite side of the arena that removes the closest enemy from combat for 8 seconds. Once the enemy returns to combat, they gain 30 Attack Damage and Ability Power for the rest of combat. Ignores CC immunity.

[Unique - Only One Per Champion]
Caustic Quicksilver
The wearer is immune to crowd control for the entirety of combat and receives -20% maximum Health.

[Unique - Only One Per Champion]
The wearer is immune to crowd control for the entirety of combat and receives -20% maximum Health.

[Unique - Only One Per Champion]
Rabadon's Caustic Deathcap
Grants 100 bonus Ability Power (including components) and -20% maximum Health.
Grants 100 bonus Ability Power (including components) and -20% maximum Health.
Archdemon's Staff Of Immortality
Each time the holder casts their Ability, they gain empty maximum Health equal to 350% of their maximum Mana. The holder then heals for that amount.
Each time the holder casts their Ability, they gain empty maximum Health equal to 350% of their maximum Mana. The holder then heals for that amount.
Locket of the Silver Lunari
When combat begins, the holder and all allies with 2 hexes in the same row gain 60 bonus Armor and Magic Resist, but gain 5 less Mana per attack.
When combat begins, the holder and all allies with 2 hexes in the same row gain 60 bonus Armor and Magic Resist, but gain 5 less Mana per attack.
Ionic Dark-Spark
Enemies and allies (except the holder) within 2 hexes are zapped when they cast an ability, taking magic damage scaling with their maximum Mana. Enemies take 200% of their maximum Mana, and allies take 50% of their maximum Mana. Whenever an ally or enemy is zapped, the holder gains 10 Ability Power for the rest of combat.
Enemies and allies (except the holder) within 2 hexes are zapped when they cast an ability, taking magic damage scaling with their maximum Mana. Enemies take 200% of their maximum Mana, and allies take 50% of their maximum Mana. Whenever an ally or enemy is zapped, the holder gains 10 Ability Power for the rest of combat.
Mor-evil-lonomicon
When the holder deals magic damage with their Ability, they burn the target, dealing 100% of the target's maximum Health as true damage over 25 seconds, and reducing healing by 50% for the duration of the burn.
The holder's Ability deals 50% less damage.

[Unique - Only One Per Champion]
When the holder deals magic damage with their Ability, they burn the target, dealing 100% of the target's maximum Health as true damage over 25 seconds, and reducing healing by 50% for the duration of the burn.
The holder's Ability deals 50% less damage.

[Unique - Only One Per Champion]
Sacrificial Gauntlet
The holder gains 40% Critical Strike Damage and magic and true damage from their Ability can critically strike. The first time the holder casts their Ability each combat, they gain an additional 20% Critical Strike Chance for the remainder of combat (this bonus applies to that Ability cast). Each time the holder casts their Ability, they deal 100% of their maximum Mana to themselves as true damage.
The holder gains 40% Critical Strike Damage and magic and true damage from their Ability can critically strike. The first time the holder casts their Ability each combat, they gain an additional 20% Critical Strike Chance for the remainder of combat (this bonus applies to that Ability cast). Each time the holder casts their Ability, they deal 100% of their maximum Mana to themselves as true damage.
Very Dark Blue Buff
After casting their Ability, the holder gains 15 Mana. If the holder has less than 60% Health, this is increased to 50.

[Unique - Only One Per Champion]
After casting their Ability, the holder gains 15 Mana. If the holder has less than 60% Health, this is increased to 50.

[Unique - Only One Per Champion]
Frozen Dark Heart
Reduces the Attack Speed of all enemies within 2 hexes by 35%.

The Attack Speed of allies (except the wearer) within 1 hex is reduced by 35%.

[Unique - Only One Per Champion]
Reduces the Attack Speed of all enemies within 2 hexes by 35%.

The Attack Speed of allies (except the wearer) within 1 hex is reduced by 35%.

[Unique - Only One Per Champion]
Chalice of Malice
When combat begins, all of the holder's allies within 1 hex in the same row gain 40 Ability Power for the rest of combat. The holder loses 20 Ability Power instead of gaining any.
When combat begins, all of the holder's allies within 1 hex in the same row gain 40 Ability Power for the rest of combat. The holder loses 20 Ability Power instead of gaining any.
Sacrificial Redemption
The holder radiates an aura to all allies on the board except themself, and heals them for 25% of their missing Health every 5 seconds. Each time this happens, the holder damages themselves for 5% of their current Health as true damage.
The holder radiates an aura to all allies on the board except themself, and heals them for 25% of their missing Health every 5 seconds. Each time this happens, the holder damages themselves for 5% of their current Health as true damage.
Hand of Vengeance
At the beginning of combat, the holder gains both of the following:
- +40 Attack Damage and +40 Ability Power.
- Attacks and Abilities heal for 40% of damage dealt.
These bonuses expire after each takedown, and renew on the next.
At the beginning of combat, the holder gains both of the following:
- +40 Attack Damage and +40 Ability Power.
- Attacks and Abilities heal for 40% of damage dealt.
These bonuses expire after each takedown, and renew on the next.
Warmog's Sacrificial Armor
Grants 1800 bonus Health (including components). The holder takes 60 true damage each second.
Grants 1800 bonus Health (including components). The holder takes 60 true damage each second.
Banshee’s Claw
When combat begins, the holder and all allies within 1 hex(es) in the same row gain a shield that blocks the first enemy Ability.

[Unique - Only One Per Champion]
When combat begins, the holder and all allies within 1 hex(es) in the same row gain a shield that blocks the first enemy Ability.

[Unique - Only One Per Champion]
Trickster's Gloves
At the beginning of each planning phase, the holder equips 2 temporary items. These Items are always full shadow items.

[Consumes Three Item Slots]
At the beginning of each planning phase, the holder equips 2 temporary items. These Items are always full shadow items.

[Consumes Three Item Slots]
Force of Darkness
The holder's team gains +2 maximum team size, but the player's Little Legend takes +100% damage after losing a battle.
The holder's team gains +2 maximum team size, but the player's Little Legend takes +100% damage after losing a battle.
Abomination Emblem
The holder gains the Abomination trait.

[Unique - Only One Per Champion]
The holder gains the Abomination trait.

[Unique - Only One Per Champion]
Cavalier Emblem
The holder gains the Cavalier trait.

[Unique - Only One Per Champion]
The holder gains the Cavalier trait.

[Unique - Only One Per Champion]
Coven Emblem
The holder gains the Coven trait.

[Unique - Only One Per Champion]
The holder gains the Coven trait.

[Unique - Only One Per Champion]
Dragonslayer Emblem
The holder gains the Dragonslayer trait.

[Unique - Only One Per Champion]
The holder gains the Dragonslayer trait.

[Unique - Only One Per Champion]
Forgotten Emblem
The holder gains the Forgotten trait.

[Unique - Only One Per Champion]
The holder gains the Forgotten trait.

[Unique - Only One Per Champion]
Hellion Emblem
The holder gains the Hellion trait.

[Unique - Only One Per Champion]
The holder gains the Hellion trait.

[Unique - Only One Per Champion]
Nightbringer Emblem
The holder gains the Nightbringer trait.

[Unique - Only One Per Champion]
The holder gains the Nightbringer trait.

[Unique - Only One Per Champion]
Revenant Emblem
The holder gains the Revenant trait.

[Unique - Only One Per Champion]
The holder gains the Revenant trait.

[Unique - Only One Per Champion]
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