SET 15 Tables

Power Ups
Players can use Power Snax to give their champions powerful effects.
- 100 Push Ups
(1) Gain 15% Damage Reduction. For every 3 rerolls you spend gold on, gain 1% permanent Damage Amp. (Current: 0%
) - Adaptive Skin
(1) When taking damage, gain 1 Armor or 6 Magic Resistance based on the damage type, up to 80 total resists.
- All Out
(1) At combat start go ALL OUT, gaining 20% Damage Reduction and 45% Attack Damage. Health no longer decays while ALL OUT.
- Annihilation
(1) Gain 12% Damage Amp, increased to 28% Damage Amp after the first takedown each combat.
- Artistic KO
(1) Every 4th attack deals 35% more damage. Overkill damage bounces to the nearest enemy.
- Assassinate
(1) Combat Start: Jump into the enemy's backline and deal 20% less damage for the first 8 seconds of combat.
(2) Both champions jump.
- Atomic
(1) Store 10% max Health at combat start and 2% more every second. On death, deal the stored Health as magic damage in a large radius.
- Attack Expert
(1) Gain 5% Attack Damage. All other sources of Attack Damage give 35% more.
- Best Defense
(1) When granting or receiving shields, add 175% of the shield's value as bonus physical damage on the next attack.
- Bestest Boy
(1) Every 5 seconds, Lulu feeds a snack to her Monster: 13%
Healing for Rammus, 14% Attack Damage for Smolder, or 14% Ability Power for Kog'Maw. - Bladenado
(1) Attacks deal 25% of Basic Attack Damage as physical damage to enemies within attack range of the target.
- Blink Attack
(1) When switching targets, blink to the next target. The next attack deals 175% more as magic damage.
- Blood Brothers
(1) Damage dealt by Yone and Yasuo bleeds enemies for 20% of damage dealt over 2 seconds.
- Bludgeoner
(1) Attacks and Abilities ignore 45% of enemy's Armor.
- Body Change
(1) At combat start, take the form of the nearest ally, granting them and this champion a 30% Health shield.
- Bonus Bloom
(1) Gain an additional plant. Plants deal 20% less damage and have 30% less Health.
- Bullet Hell
(1) Fire 30% more projectiles with abilities.
- Caretaker
(1) On cast, the lowest percent Health ally gains 135 (
) shield for 6 seconds. - Classy
(1) This champion's last-listed trait is 45% more effective on them.
- Colossal
Take up two unit slots. Gain Health, Durability, and Damage Amp.
(1) 900
; 20%; 10%.(2) 1250
; 25%; 20%. - Corrosive
(1) 30% Shred and Sunder enemies within 2 hexes. Take 10% less damage from Shredded or Sundered enemies.
- Corrupted
(1) Start dormant. Gain 4.5% Damage Amp and 80 Health whenever any unit dies. At 60% Health, awaken and blink toward enemies, stunning them for 1.5 seconds.
- Crimson Veil
(1) Gain 20% Omnivamp. Overhealing from Omnivamp converts to shield. (Max: 40% Health)
- Critical Threat
(1) Abilities can Critically Strike. Every 3 seconds, gain 5% Critical Strike Chance.
- Cyclone Rush
Gain Attack Speed. At combat start, disable the opposite enemy for 3 seconds.
(1) 15%
.(2) 25%
. Disable two enemies. - Dark Amulet
(1) Heal for 15% of magic damage dealt. On cast, take 8% max Health as true damage, but gain 12 stacking Ability Power.
- Demolitionist
(1) Ability damage Stuns for 1 second.
- Desperado
(1) After every 8th attack, fire five projectiles at the closest enemies that deal 100% of Basic Attack Damage as physical damage.
- Doom Barrage
(1) Arrows cost 2 less Mana during Varus's Ability.
- Doomsayer
(1) After 15 seconds, if still alive, deal 40% of damage taken this combat as magic damage to all enemies.
- Doublestrike
(1) Attacks have a 25% chance to trigger an additional attack.
- Dread Note
(1) If alive at 18 and 30 seconds, kill the enemy with the most Health
(2) At 15 and 25 seconds instead.
- Drift Duo
(1) Senna and Lucian both gain 3 mana regen. If both are 3-star, gain +1 Mighty Mech.
- Efficient
(1) Abilities cost 15 less Mana to cast.
- Essence Share
(1) On cast, the 2 nearest allies gain 35% of Mana spent.
- Fairy Tail
(1) On cast spawn 2 fairies that each deal 80-275 (based on Stage) magic damage to the target over the next 8 seconds.
- Fan Service
Xayah and Rakan gain bonus stats based on each other's star level.
(1) 8%
| 115, 5(2) 15%
| 225, 10 - Fighter Spirit
(1) Gain 75 Health, 5% Attack Damage, and 5% Ability Power for each Fighter or Assassin fielded.
- Final Ascent
(1) Ascend an additional time at levels 7 and 10.
Level 7: Gain 6% Ability Power every 3 attacks.
Level 10: Launch 2 additional waves that deal 60% damage. - Final Boss
(1) Gain 10% Omnivamp. Whenever an ally dies, gain 4.5% stacking Damage Amp.
- Final Form
(1) After round 5-2 if this champion is 3-star, become 4-star at combat start.
- Finalist
(1) Gain 12% Damage Amp and 8% Damage Reduction, increased by 3%
and 3%for each eliminated player. - Frost Touch
(1) Attacks have a 15% chance to Stun the target for 1 second.
- Fusion Dance
(1) At combat start, fuse with the nearest ally, gaining 45% of their Health, Attack Damage, and Ability Power.
- Gather Force
(1) On cast, gain stacking Attack Damage equal to 45% of Mana spent.
- Gem Core
(1) The Mighty Mech converts 8% of damage taken into Attack Damage and Ability Power, and gains 100 Armor and Magic Resist.
Crystal Rose champions are treated as Mighty Mechs for the Mech's abilities. - Golden Edge
(1) Attacking 85 times grants 2 gold. This gold value increases by 1 each time it activates. (Attacks: 0 / 85)
- Golden Gloves
(1) Whenever you gain interest, permanently gain 2% Attack Damage per gold collected. (Current Bonus: 0%
) - Hat Trick
(1) Gain 16% Attack Damage and Ability Power. Each takedown, don a hat that grants 0.75% of each. On death, lose 50% of your hats. (Current Hats: 0)
- Heart of Gold
(1) If this champion survives a player combat, gain 2 gold.
- Hemorrhage
(1) Abilities deal 60% bonus damage as true damage over 4 seconds.
- Hero's Arc
(1) Gain 4.5% Damage Amp per player level. At level 10 gain an additional 35% Damage Amp.
- Hungry Hero
(1) Gain 100 Health and 10% Attack Damage. Each round, you may pay 3 player health for 150
and 4. - Hyperactive
(1) Takedowns grant 100% Attack Speed that rapidly decays over 3 seconds.
- Ice Bender
(1) Combat Start: Ryze is frozen for the first 3 seconds of combat. His Ability 20% Chills enemies for 1 second, and deals 20% bonus damage.
- Infernal Speed
(1) Gain 10% Attack Speed. On takedown, generate a Cinder. Grant your team 2% bonus
for every 8 Cinders. (Cinders: 0; Team: 0%) - Inner Fire
(1) Every 2 seconds, Burn and Wound the closest non-Burning enemy for 10 seconds. Take 15% less damage from Burning enemies.
- Kahunahuna
(1) Every 6 attacks, deal 150 (
) true damage. - Keen Eye
(1) Attacks and Abilities ignore 45% of enemy's Magic Resistance.
- Killer Instinct
(1) Abilities target the lowest Health enemy in range instead. Gain 3 Mana Regen.
- Living Wall
(1) Gain 20 Armor and Magic Resistance. At combat start allies in the back row gain 1.5% Attack Speed for every 30 combined
andthis champion has. - Mage
(1) Cast Abilities twice, but deal 20% less total damage.
- Magic Expert
(1) Gain 10% Ability Power. All other sources of Ability Power give 35% more.
- Mana Rush
(1) Start combat with full Mana.
- Mastermind
(1) At combat start, gain 50 Mana and give 25 Mana to all allies in a line in front of this champion.
- Max Arcana
(1) Gain 20% Ability Power, and permanently gain 1% every 2 takedowns. (Current: 0%
) - Max Attack
(1) Gain 12% Attack Damage, and permanently gain 1% every 2 takedowns. (Current: 0%
) - Max Speed
(1) Gain 15% Attack Speed, and permanently gain 1% every 3 takedowns. (Current: 0%
) - Max Vitality
(1) At combat start gain 40 permanent Health. Every 10 seconds this champion survives, gain 12 additional permanent Health.
(Current: 0) - Mech Pilot
(1) Pilot the Mech, granting it your stats: 60%
, 70%. Eject when at 60%.(2) The Mech benefits from the pilots' traits.
- Mechablade
(1) Gain Attack Speed equal to 5% maximum Health. Attacks grant 5 bonus Mana.
- Mechador
(1) When you field Mighty Mech and Luchador, The Mighty Mech gains 100 Health and becomes a Luchador granting +1 to the trait.
- Midas Touch
(1) Attacks and Abilities execute enemies below 10% Health. Kills have a 25% chance to drop a gold. (Gold: 0)
- Mind Battery
(1) The first cast each combat grants 5 Mana Regen and 30% Ability Power.
- Momentum
(1) Gain 60% Attack Speed and moves significantly faster.
- Needlework
(1) Fire 2 bonus needles with every 1st and 2nd cast that deal 45% damage.
- Not Done Yet
(1) Once this champion has died 8 times, gain 18% Health, 10% Omnivamp, and 25% Damage Amp. (Deaths: 0)
- On The Edge
(1) Start combat at 65% Health, but gain 35% Damage Amp.
- Ordinary
(1) If this champion has no active traits, gain 300-1000 Health and 40-100% Attack Speed (based on current Stage).
- Over 9000
(1) At the start of each round, gain a random permanent stat bonus.
Current: +0, +0, +0%, +0, +0, +0, +0 - Pack Tactics
(1) Gain 2 packmates that deal 18% (
) physical damage. When Naafiri uses her Ability, packmates dash to the lowest Health enemy within 2 hexes. - Power Font
(1) At combat start and every 3 seconds, gain 1 Mana Regen.
- Precision
(1) Set Attack Speed to 0.7. Convert 1% Attack Speed to 0.8% Attack Damage. Attacks deal 130% more damage and grant 5 more Mana.
- Pure Heart
(1) Every 4 seconds heal this champion and allies within 2-hexes for 18% of their missing Health.
- Pursuit
(1) Lucian's Ability dashes, fires +1 additional bullets, and grants 8 Ability Power for the rest of combat.
- Ramping Rage
(1) Attacks grant 3.5% stacking Attack Speed.
- Regenerative
(1) Heal 6.5% max Health every 3 seconds. Gain 10% increased healing from all sources.
- Resistant
(1) Reduce each instance of incoming damage by 25.
- Rising Chaos
(1) On cast, fire an additional orb that deals 6% damage to a random enemy. Subsequent casts add an additional orb.
- Robo Ranger
(1) Gain 50% of The Mighty Mech's Attack Damage and Ability Power, and 10% of its Health.
- Round Two
(1) On death, summon a Training Dummy equipped with the same items. It has 60% of this unit's health.
- S.O.L.E. Fighter
(1) If this champion is the only Soul Fighter fielded, it gains the benefits of Soul Fighter (4).
- Selfish
(1) Gain 10% Durability. Heal for 5% of damage dealt by all other allies.
- Serious Slam
(1) The first attack on each enemy deals 210% (
) physical damage and Stuns for 1 seconds. - Shadow Clone
(1) Create a perfect copy of this champion with the same items equipped that deals 22% damage and has 50% health.
- Shine Brighter
(1) Every other cast, Lux's spell explodes in a 2-hex radius, and deals 20% more damage.
- Singularity
(1) Become a 2-hex singularity, dealing 1% (
) as magic damage every second. When enemies die within the radius, gain 15 permanent Health. (Total: 0) - Sky Piercer
(1) Damage 30% Shreds and Sunders enemies for 6 seconds. Deal 8% increased damage against Shredded and Sundered enemies.
- Socialite
(1) Combat start: Mark adjacent hexes. Allies in marked hexes gain 6% Damage Amp and 60 Health. This champion gains 300% of the bonus.
- Solar Breath
(1) Every 2 seconds, Burn and Wound the closest non-Burning enemy for 10 seconds. Deal 10% more damage to Burning enemies.
- Soul Chipper
(1) Dealing magic damage reduces Magic Resistance by 5 for the rest of combat.
- Space Ace
(1) Damage this champion deals contributes 75% more towards launching rockets from The Crew's ship.
- Spiky Shell
(1) Gain 40 Armor. Enemies attacking this champion take 25 + 8 per stage physical damage. (1 second cooldown per attacker)
- Spirit Sword
(1) Gain 20% Critical Strike Chance. Attacks that critically strike deal 30% bonus magic damage.
- Stand Alone
(1) If this champion starts combat alone in its row, gain 30% Health.
- Stand United
(1) Shen's ability also shields the lowest health ally for 50% of his shield and gains 25 stacking Magic Resist on cast.
- Star Sailor
(1) Gain 25% increased bonuses from Star Guardian.
(2) And heal the other Star Sailor for 15% of damage dealt.
- Star Student
(1) Gain 200 Health and +40% Potential
(2) Gain 1 XP per round, and another 1 for each surviving Star Student.
- Starry Knight
(1) Gain 7% Health and 10 Ability Power for every 1-cost fielded, doubled if they're 3-star.
- Storm Bender
(1) Summon a storm that echoes 22% of damage dealt as magic damage.
(2) Both champions contribute damage. The storm is bigger.
- Stretchy Arms
(1) Gain 10% Attack Speed. On takedown, gain +1 Attack Range.
- Strong Spark
(1) Every 3 seconds, zap the closest enemy for 11% of their max Health as magic damage. Whenever an enemy is Stunned by any source, zap them.
- Super Genius
(1) Every 2 seconds gain Ability Power equal to your Mana Regen.
- Superstar
(1) Your team gains 4% Damage Amp, increased by 3% for each 3-Star on your team. This champion gains 200% of the bonus.
- Supremacy
(1) While this champion is the Supreme Cell, they execute enemies under 18% Health instead.
- Supreme Surge
(1) Whenever an enemy is executed by a Supreme Cell, heal 15% missing health and gain 15 mana.
- Surge 66
(1) Gain 20% Attack Speed and 10% Ability Power. After 15 and 66 attacks, this amount doubles. (Attacks: 0)
- Tank-zilla
(1) Gain 20% max Health and grow larger. After 15 seconds, Stun all enemies for 1.5 seconds.
- Team Captain
(1) This champion's Star Guardian Teamwork bonus is increased by 15% per star level.
(2) 20% bonus per star level.
- Thrillseeker
(1) Kills heal 15% max Health and grant 40% Attack Speed for 2 seconds.
(2) 40%
on kill. Execute enemies below 10% Health. - Tiny Terror
(1) Gain 15% Attack Speed. At 50% Health, double it for the rest of combat. Then, shrink in size for 3 seconds, dodging all attacks.
- Trickster
(1) At low Health, gain 4% Damage Amp, spawn a Training Dummy, and dash to the furthest enemy.
(2) 6%
; Dummies gain 1250 - Ultra Stance
(1) Gain 100 Health and grant an additional +1 to the selected Stance's trait.
- Unflinching
(1) Gain 15% Omnivamp. For the first 15 seconds of combat, gain immunity to crowd control.
- Unstoppable
(1) Gain 150 Health and immunity to crowd control. Charge to new targets, Stunning enemies passed through for 1 seconds.
- Untouchable
(1) Become untargetable while 4+ allies are alive. If this champion ends the fight at full Health, permanently gain 2% Damage Amp. (Current: 0%
) - Veteran
(1) This unit is a Mentor. They grant 4% Damage Amp, and at Mentor 4 they gain 35% Attack Damage and Ability Power instead of upgrading their spell.
- Warming Up
(1) At combat start or when this activates gain 48 Armor and Magic Resistance. Every second, convert 3 resists into 3% Attack Damage. (Up to 48)
- Weights
(1) Gain 10 Weights. At 1+, move and attack 50% slower. Player victories drop 1 Weights, 2 on a loss. At 0, move faster and gain 60% Attack Speed and 12% Damage Reduction. (Weights Left: 10)
- Wonder Twins
(1) When fielding 2+ copies of this unit, grant both 60% of a stat based on Role. At 3-Star, gain a 2-Star copy.
(2) 60% bonus stats.