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SET 15 Tables

Reward Tables

Power Ups

Players can use Power Snax to give their champions powerful effects.

Updated: August 13, 2025
Champions
Stage
Level
Show Target Champion
  • 100 Push Ups
    Weight: 10
    Max Stage: 2
    Max Level: 6

    (1) Gain 15% Damage Reduction. For every 3 rerolls you spend gold on, gain 1% permanent Damage Amp. (Current: 0%

    )

  • Adaptive Skin
    Weight: 10

    (1) When taking damage, gain 1 Armor or 6 Magic Resistance based on the damage type, up to 80 total resists.

  • All Out
    Weight: 20

    (1) At combat start go ALL OUT, gaining 20% Damage Reduction and 45% Attack Damage. Health no longer decays while ALL OUT.

  • Annihilation
    Weight: 10

    (1) Gain 12% Damage Amp, increased to 28% Damage Amp after the first takedown each combat.

  • Artistic KO
    Weight: 10

    (1) Every 4th attack deals 35% more damage. Overkill damage bounces to the nearest enemy.

  • Assassinate
    Min Stage: 9
    Max Stage: 9

    (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
    Weight: 10

    (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
    Weight: 10

    (1) Gain 5% Attack Damage. All other sources of Attack Damage give 35% more.

  • Best Defense
    Weight: 10

    (1) When granting or receiving shields, add 175% of the shield's value as bonus physical damage on the next attack.

  • Bestest Boy
    Weight: 15

    (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
    Weight: 10

    (1) Attacks deal 25% of Basic Attack Damage as physical damage to enemies within attack range of the target.

  • Blink Attack
    Weight: 10

    (1) When switching targets, blink to the next target. The next attack deals 175% more as magic damage.

  • Blood Brothers
    Weight: 10

    (1) Damage dealt by Yone and Yasuo bleeds enemies for 20% of damage dealt over 2 seconds.

  • Bludgeoner
    Weight: 10

    (1) Attacks and Abilities ignore 45% of enemy's Armor.

  • Body Change
    Weight: 10

    (1) At combat start, take the form of the nearest ally, granting them and this champion a 30% Health shield.

  • Bonus Bloom
    Weight: 10

    (1) Gain an additional plant. Plants deal 20% less damage and have 30% less Health.

  • Bullet Hell
    Weight: 10

    (1) Fire 30% more projectiles with abilities.

  • Caretaker
    Weight: 10

    (1) On cast, the lowest percent Health ally gains 135 (

    ) shield for 6 seconds.

  • Classy
    Weight: 10
    Min Stage: 3

    (1) This champion's last-listed trait is 45% more effective on them.

  • Colossal
    Weight: 10
    Min Stage: 3
    Min Level: 6

    Take up two unit slots. Gain Health, Durability, and Damage Amp.

    (1) 900

    ; 20%
    ; 10%
    .

    (2) 1250

    ; 25%
    ; 20%
    .

  • Corrosive
    Weight: 10

    (1) 30% Shred and Sunder enemies within 2 hexes. Take 10% less damage from Shredded or Sundered enemies.

  • Corrupted
    Min Stage: 9
    Max Stage: 9

    (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
    Weight: 10

    (1) Gain 20% Omnivamp. Overhealing from Omnivamp converts to shield. (Max: 40% Health)

  • Critical Threat
    Weight: 10

    (1) Abilities can Critically Strike. Every 3 seconds, gain 5% Critical Strike Chance.

  • Cyclone Rush
    Min Stage: 9
    Max Stage: 9

    Gain Attack Speed. At combat start, disable the opposite enemy for 3 seconds.

    (1) 15%

    .

    (2) 25%

    . Disable two enemies.

  • Dark Amulet
    Weight: 10

    (1) Heal for 15% of magic damage dealt. On cast, take 8% max Health as true damage, but gain 12 stacking Ability Power.

  • Demolitionist
    Weight: 10

    (1) Ability damage Stuns for 1 second.

  • Desperado
    Weight: 10

    (1) After every 8th attack, fire five projectiles at the closest enemies that deal 100% of Basic Attack Damage as physical damage.

  • Doom Barrage
    Weight: 10

    (1) Arrows cost 2 less Mana during Varus's Ability.

  • Doomsayer
    Weight: 10

    (1) After 15 seconds, if still alive, deal 40% of damage taken this combat as magic damage to all enemies.

  • Doublestrike
    Weight: 10

    (1) Attacks have a 25% chance to trigger an additional attack.

  • Dread Note
    Weight: 10

    (1) If alive at 18 and 30 seconds, kill the enemy with the most Health

    (2) At 15 and 25 seconds instead.

  • Drift Duo
    Weight: 15
    Max Level: 9

    (1) Senna and Lucian both gain 3 mana regen. If both are 3-star, gain +1 Mighty Mech.

  • Efficient
    Weight: 10

    (1) Abilities cost 15 less Mana to cast.

  • Essence Share
    Min Stage: 9
    Max Stage: 9

    (1) On cast, the 2 nearest allies gain 35% of Mana spent.

  • Fairy Tail
    Weight: 10

    (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
    Weight: 20

    Xayah and Rakan gain bonus stats based on each other's star level.

    (1) 8%

    | 115
    , 5

    (2) 15%

    | 225
    , 10

  • Fighter Spirit
    Weight: 10

    (1) Gain 75 Health, 5% Attack Damage, and 5% Ability Power for each Fighter or Assassin fielded.

  • Final Ascent
    Weight: 15
    Max Level: 5

    (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
    Weight: 10
    Min Stage: 4
    Max Stage: 9

    (1) Gain 10% Omnivamp. Whenever an ally dies, gain 4.5% stacking Damage Amp.

  • Final Form
    Weight: 10
    Max Stage: 2
    Max Level: 6

    (1) After round 5-2 if this champion is 3-star, become 4-star at combat start.

  • Finalist
    Weight: 10
    Min Stage: 4
    Max Stage: 4

    (1) Gain 12% Damage Amp and 8% Damage Reduction, increased by 3%

    and 3%
    for each eliminated player.

  • Frost Touch
    Min Stage: 9
    Max Stage: 9
    Min Level: 10
    Max Level: 10

    (1) Attacks have a 15% chance to Stun the target for 1 second.

  • Fusion Dance
    Min Stage: 9
    Max Stage: 9

    (1) At combat start, fuse with the nearest ally, gaining 45% of their Health, Attack Damage, and Ability Power.

  • Gather Force
    Weight: 10

    (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
    Weight: 10
    Max Stage: 2

    (1) Attacking 85 times grants 2 gold. This gold value increases by 1 each time it activates. (Attacks: 0 / 85)

  • Golden Gloves
    Weight: 15
    Max Stage: 3

    (1) Whenever you gain interest, permanently gain 2% Attack Damage per gold collected. (Current Bonus: 0%

    )

  • Hat Trick
    Weight: 10
    Max Stage: 3

    (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
    Weight: 5
    Max Stage: 2

    (1) If this champion survives a player combat, gain 2 gold.

  • Hemorrhage
    Weight: 10

    (1) Abilities deal 60% bonus damage as true damage over 4 seconds.

  • Hero's Arc
    Weight: 5
    Max Stage: 3
    Max Level: 5

    (1) Gain 4.5% Damage Amp per player level. At level 10 gain an additional 35% Damage Amp.

  • Hungry Hero
    Weight: 10
    Min Stage: 4
    Max Stage: 4
    Min Level: 3
    Min HP: 75

    (1) Gain 100 Health and 10% Attack Damage. Each round, you may pay 3 player health for 150

    and 4
    .

  • Hyperactive
    Weight: 10

    (1) Takedowns grant 100% Attack Speed that rapidly decays over 3 seconds.

  • Ice Bender
    Weight: 10

    (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
    Weight: 5
    Max Stage: 2

    (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
    Weight: 10

    (1) Every 2 seconds, Burn and Wound the closest non-Burning enemy for 10 seconds. Take 15% less damage from Burning enemies.

  • Kahunahuna
    Weight: 10

    (1) Every 6 attacks, deal 150 (

    ) true damage.

  • Keen Eye
    Weight: 10

    (1) Attacks and Abilities ignore 45% of enemy's Magic Resistance.

  • Killer Instinct
    Weight: 10

    (1) Abilities target the lowest Health enemy in range instead. Gain 3 Mana Regen.

  • Living Wall
    Weight: 10

    (1) Gain 20 Armor and Magic Resistance. At combat start allies in the back row gain 1.5% Attack Speed for every 30 combined

    and
    this champion has.

  • Mage
    Weight: 10

    (1) Cast Abilities twice, but deal 20% less total damage.

  • Magic Expert
    Weight: 10

    (1) Gain 10% Ability Power. All other sources of Ability Power give 35% more.

  • Mana Rush
    Weight: 5

    (1) Start combat with full Mana.

  • Mastermind
    Weight: 10

    (1) At combat start, gain 50 Mana and give 25 Mana to all allies in a line in front of this champion.

  • Max Arcana
    Weight: 10
    Max Stage: 2

    (1) Gain 20% Ability Power, and permanently gain 1% every 2 takedowns. (Current: 0%

    )

  • Max Attack
    Weight: 10
    Max Stage: 2

    (1) Gain 12% Attack Damage, and permanently gain 1% every 2 takedowns. (Current: 0%

    )

  • Max Speed
    Weight: 10
    Max Stage: 2

    (1) Gain 15% Attack Speed, and permanently gain 1% every 3 takedowns. (Current: 0%

    )

  • Max Vitality
    Weight: 10
    Max Stage: 2

    (1) At combat start gain 40 permanent Health. Every 10 seconds this champion survives, gain 12 additional permanent Health.

    (Current: 0

    )

  • Mech Pilot
    Weight: 10

    (1) Pilot the Mech, granting it your stats: 60%

    , 70%
    . Eject when at 60%.

    (2) The Mech benefits from the pilots' traits.

  • Mechablade
    Weight: 15
    Max Stage: 2

    (1) Gain Attack Speed equal to 5% maximum Health. Attacks grant 5 bonus Mana.

  • Mechador
    Weight: 10

    (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
    Weight: 5
    Max Stage: 2

    (1) Attacks and Abilities execute enemies below 10% Health. Kills have a 25% chance to drop a gold. (Gold: 0)

  • Mind Battery
    Weight: 10

    (1) The first cast each combat grants 5 Mana Regen and 30% Ability Power.

  • Momentum
    Weight: 10

    (1) Gain 60% Attack Speed and moves significantly faster.

  • Needlework
    Weight: 10

    (1) Fire 2 bonus needles with every 1st and 2nd cast that deal 45% damage.

  • Not Done Yet
    Weight: 10
    Max Stage: 3

    (1) Once this champion has died 8 times, gain 18% Health, 10% Omnivamp, and 25% Damage Amp. (Deaths: 0)

  • On The Edge
    Weight: 10

    (1) Start combat at 65% Health, but gain 35% Damage Amp.

  • Ordinary
    Weight: 5
    Max Stage: 2

    (1) If this champion has no active traits, gain 300-1000 Health and 40-100% Attack Speed (based on current Stage).

  • Over 9000
    Weight: 10
    Max Stage: 2

    (1) At the start of each round, gain a random permanent stat bonus.

    Current: +0

    , +0
    , +0%
    , +0
    , +0
    , +0
    , +0

  • Pack Tactics
    Weight: 15

    (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
    Weight: 10

    (1) At combat start and every 3 seconds, gain 1 Mana Regen.

  • Precision
    Weight: 10

    (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
    Min Stage: 9
    Max Stage: 9

    (1) Every 4 seconds heal this champion and allies within 2-hexes for 18% of their missing Health.

  • Pursuit
    Weight: 15

    (1) Lucian's Ability dashes, fires +1 additional bullets, and grants 8 Ability Power for the rest of combat.

  • Ramping Rage
    Weight: 10

    (1) Attacks grant 3.5% stacking Attack Speed.

  • Regenerative
    Weight: 10

    (1) Heal 6.5% max Health every 3 seconds. Gain 10% increased healing from all sources.

  • Resistant
    Weight: 10
    Min Stage: 3

    (1) Reduce each instance of incoming damage by 25.

  • Rising Chaos
    Weight: 15

    (1) On cast, fire an additional orb that deals 6% damage to a random enemy. Subsequent casts add an additional orb.

  • Robo Ranger
    Weight: 10

    (1) Gain 50% of The Mighty Mech's Attack Damage and Ability Power, and 10% of its Health.

  • Round Two
    Weight: 10

    (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
    Min Stage: 9
    Max Stage: 9

    (1) If this champion is the only Soul Fighter fielded, it gains the benefits of Soul Fighter (4).

  • Selfish
    Min Stage: 9
    Max Stage: 9

    (1) Gain 10% Durability. Heal for 5% of damage dealt by all other allies.

  • Serious Slam
    Weight: 10

    (1) The first attack on each enemy deals 210% (

    ) physical damage and Stuns for 1 seconds.

  • Shadow Clone
    Weight: 10

    (1) Create a perfect copy of this champion with the same items equipped that deals 22% damage and has 50% health.

  • Shine Brighter
    Weight: 10

    (1) Every other cast, Lux's spell explodes in a 2-hex radius, and deals 20% more damage.

  • Singularity
    Weight: 10
    Max Stage: 3

    (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
    Weight: 10

    (1) Damage 30% Shreds and Sunders enemies for 6 seconds. Deal 8% increased damage against Shredded and Sundered enemies.

  • Socialite
    Min Stage: 9
    Max Stage: 9

    (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
    Weight: 10

    (1) Every 2 seconds, Burn and Wound the closest non-Burning enemy for 10 seconds. Deal 10% more damage to Burning enemies.

  • Soul Chipper
    Weight: 10

    (1) Dealing magic damage reduces Magic Resistance by 5 for the rest of combat.

  • Space Ace
    Weight: 10
    Min Stage: 4

    (1) Damage this champion deals contributes 75% more towards launching rockets from The Crew's ship.

  • Spiky Shell
    Weight: 10

    (1) Gain 40 Armor. Enemies attacking this champion take 25 + 8 per stage physical damage. (1 second cooldown per attacker)

  • Spirit Sword
    Weight: 10

    (1) Gain 20% Critical Strike Chance. Attacks that critically strike deal 30% bonus magic damage.

  • Stand Alone
    Weight: 10

    (1) If this champion starts combat alone in its row, gain 30% Health.

  • Stand United
    Weight: 10

    (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
    Weight: 20

    (1) Gain 25% increased bonuses from Star Guardian.

    (2) And heal the other Star Sailor for 15% of damage dealt.

  • Star Student
    Weight: 20

    (1) Gain 200 Health and +40% Potential

    (2) Gain 1 XP per round, and another 1 for each surviving Star Student.

  • Starry Knight
    Weight: 10
    Max Stage: 3

    (1) Gain 7% Health and 10 Ability Power for every 1-cost fielded, doubled if they're 3-star.

  • Storm Bender
    Weight: 10

    (1) Summon a storm that echoes 22% of damage dealt as magic damage.

    (2) Both champions contribute damage. The storm is bigger.

  • Stretchy Arms
    Min Stage: 9
    Max Stage: 9

    (1) Gain 10% Attack Speed. On takedown, gain +1 Attack Range.

  • Strong Spark
    Weight: 10

    (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
    Weight: 10
    Min Stage: 3
    Max Stage: 9

    (1) Every 2 seconds gain Ability Power equal to your Mana Regen.

  • Superstar
    Weight: 10
    Max Stage: 2

    (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
    Weight: 10
    Min Level: 4

    (1) While this champion is the Supreme Cell, they execute enemies under 18% Health instead.

  • Supreme Surge
    Weight: 10

    (1) Whenever an enemy is executed by a Supreme Cell, heal 15% missing health and gain 15 mana.

  • Surge 66
    Weight: 10

    (1) Gain 20% Attack Speed and 10% Ability Power. After 15 and 66 attacks, this amount doubles. (Attacks: 0)

  • Tank-zilla
    Weight: 10

    (1) Gain 20% max Health and grow larger. After 15 seconds, Stun all enemies for 1.5 seconds.

  • Team Captain
    Weight: 10

    (1) This champion's Star Guardian Teamwork bonus is increased by 15% per star level.

    (2) 20% bonus per star level.

  • Thrillseeker
    Weight: 10

    (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
    Weight: 10

    (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
    Weight: 5
    Max Stage: 3

    (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
    Weight: 10

    (1) Gain 100 Health and grant an additional +1 to the selected Stance's trait.

  • Unflinching
    Weight: 10

    (1) Gain 15% Omnivamp. For the first 15 seconds of combat, gain immunity to crowd control.

  • Unstoppable
    Weight: 10

    (1) Gain 150 Health and immunity to crowd control. Charge to new targets, Stunning enemies passed through for 1 seconds.

  • Untouchable
    Weight: 10
    Min Level: 6

    (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
    Weight: 10

    (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
    Weight: 10
    Min Stage: 3
    Max Stage: 9

    (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
    Weight: 10
    Max Stage: 2

    (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
    Weight: 10

    (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.

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