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Elements
Crystal
Crystal
Skarner $2
Ashe $4
Taric $5
Lux $7
Crystal Champions have a maximum amount of damage they can take from a single hit.
(2) 100 Max Damage
(4) 60 Max Damage
Desert
Desert
Renekton $1
Azir $3
Sivir $3
Khazix $4
Reduces each enemy's armor
(2) 40% Armor reduction
(4) 100% Armor reduction
Electric
Electric
Ornn $1
Volibear $2
Zed $5
Lux $7
Electric Champions shock nearby enemies whenever they deal or receive a critical strike
(2) 80 damage
(3) 250 damage
(4) 500 damage
Glacial
Glacial
Warwick $1
Braum $2
Volibear $2
Ezreal $3
Olaf $4
Lux $7
Basic Attacks from Glacials have a chance to stun their target for 1.5 seconds.
(2) 20% Chance to Stun
(4) 35% Chance to Stun
(6) 50% Chance to Stun
Inferno
Inferno
Zyra $1
Diana $1
Varus $2
Kindred $3
Qiyana $3
Annie $4
Brand $4
Amumu $5
Lux $7
Inferno spell damage and critical strikes burns the ground beneath the target, dealing a percent of that spell's pre-mitigation damage as magic damage over 4 seconds
(3) 70% Damage, Hexes that light on fire: 1
(6) 150% Damage, Hexes that light on fire: 3
(9) 250% Damage, Hexes that light on fire: 5
Light
Light
Vayne $1
Nasus $1
Jax $2
Aatrox $3
Soraka $3
Lucian $4
Yorick $4
Lux $7
When a Light Champion dies, all other Light Champions gain Attack Speed and are healed for 25% of their Maximum Health
(3) +15% Attack Speed
(6) +35% Attack Speed
(9) +55% Attack Speed
Lunar
Lunar
Leona $1
Karma $3
Moonlight transforms unit durability into a win condition for team comps that are built with drawn out battles in mind.
(2) Every 7 seconds, your team gains 15% Critical Strike Chance, 15% Critical Strike Damage, and 10% Spell Power. (Stacks up to 4 times)
Mountain
Mountain
Taliyah $1
Qiyana $3
Malphite $4
(2) At the start of combat, a random ally gains a 1500 health Stoneshield
Ocean
Ocean
Vladimir $1
Syndra $2
Thresh $2
Nautilus $3
Qiyana $3
Nami $5
Lux $7
All allies restore mana every 4 seconds
(2) +10 Mana
(4) +30 Mana
(6) +60 Mana
Poison
Poison
Kog'Maw $1
Dr. Mundo $3
Twitch $4
Singed $5
(3) Poison Champions apply Neurotoxin when they deal damage, increasing the target's mana cost by 50%
Shadow
Shadow
Malzahar $2
Senna $2
Kindred $3
Sion $3
Veigar $3
Master Yi $5
Lux $7
Shadow units deal increased damage for 6 seconds at combat start, refreshed on takedown.
(3) 65% Increased Damage, Self Takedown
(6) 175% Increased Damage, Any Shadow Takedown
Steel
Steel
Rek'Sai $2
Nocturne $3
Lux $7
Steel Champions gain damage immunity for a few seconds when they are reduced below 50% health
(2) 2 seconds of immunity
(3) 3 seconds of immunity
(4) 4 seconds of immunity
Wind
Wind
Yasuo $2
Qiyana $3
Janna $4
Lux $7
All allies gain dodge chance
(2) 20% dodge chance
(3) 25% dodge chance
(4) 35% dodge chance
Woodland
Woodland
Ivern $1
Maokai $1
LeBlanc $2
Neeko $2
Lux $7
(3) At the start of combat, a random Woodland Champion makes a copy of themselves
(6) Woodland to clone them all.
Logo
Classes
Alchemist
Alchemist
Singed $5
(1) Innate: Alchemists ignore collision and never stop moving
Assassin
Assassin
Diana $1
LeBlanc $2
Nocturne $3
Qiyana $3
Khazix $4
Zed $5
Innate: At the start of combat, Assassins leap to the farthest enemy. Assassins gain bonus Critical Strike Damage and Chance.
(3) +65% Critical Strike Damage & +10% Critical Strike Chance
(6) +225% Critical Strike Damage & +20% Critical Strike Chance
Avatar
Avatar
Lux $7
(1) An Avatar's Origin Element is counted twice for Trait bonuses
Berserker
Berserker
Renekton $1
Jax $2
Volibear $2
Dr. Mundo $3
Sion $3
Olaf $4
Innate: At the start of combat, Berserkers leap to the nearest enemy. Berserkers have a chance to hit all units in a cone in front of them with their attacks
(3) 45% Chance
(6) 100% Chance, all Berserkers +25 AD
Blademaster
Blademaster
Yasuo $2
Aatrox $3
Sivir $3
Master Yi $5
Blademaster Basic Attacks have a 35% chance to trigger additional attacks against their target. These additional attacks deal damage like Basic Attacks and trigger on-hit effects.
(2) 1 Additional Attack
(4) 2 Additional Attacks
(6) 3 Additional Attacks
Druid
Druid
Ivern $1
Maokai $1
Neeko $2
(2) Druids regenerate 45 health each second
Mage
Mage
Taliyah $1
Vladimir $1
LeBlanc $2
Syndra $2
Veigar $3
Brand $4
Mages have a chance on cast to instead Doublecast
(3) 50% chance
(6) 100% chance & 20 AP to all Mages
Mystic
Mystic
Karma $3
Soraka $3
Janna $4
Master Yi $5
Nami $5
All allies gain increased Magic Resist
(2) 40 Magic Resist
(4) 120 Magic Resist
Predator
Predator
Kog'Maw $1
Warwick $1
Rek'Sai $2
Skarner $2
(3) Predators instantly kill enemies they damage who are below 25% health
Ranger
Ranger
Vayne $1
Varus $2
Ezreal $3
Kindred $3
Ashe $4
Twitch $4
Every 3 seconds, Rangers have a chance to double their Attack Speed for 3 seconds.
(2) 35% Chance to 2x Attack Speed
(4) 80% Chance to 2x Attack Speed
(6) 100% Chance to 2.5x Attack Speed
Soulbound
Soulbound
Senna $2
Lucian $4
(2) The first Soulbound unit to die in a round will instead enter the Spirit Realm, becoming untargetable and continuing to fight as long as another Soulbound unit is alive.
Summoner
Summoner
Zyra $1
Malzahar $2
Azir $3
Annie $4
Yorick $4
Zed $5
Summoned units have increased health and duration
(3) 30% increase
(6) 120% increase
Warden
Warden
Leona $1
Nasus $1
Ornn $1
Braum $2
Thresh $2
Nautilus $3
Malphite $4
Amumu $5
Taric $5
Wardens gain increased total Armor
(2) +150% Armor
(4) +300% Armor
(6) +999% Armor
Elements
Crystal Champions have a maximum amount of damage they can take from a single hit.
(2) 100 Max Damage
/
(4) 60 Max Damage
Reduces each enemy's armor
(2) 40% Armor reduction
/
(4) 100% Armor reduction
Electric Champions shock nearby enemies whenever they deal or receive a critical strike
(2) 80 damage
/
(3) 250 damage
/
(4) 500 damage
Basic Attacks from Glacials have a chance to stun their target for 1.5 seconds.
(2) 20% Chance to Stun
/
(4) 35% Chance to Stun
/
(6) 50% Chance to Stun
Inferno spell damage and critical strikes burns the ground beneath the target, dealing a percent of that spell's pre-mitigation damage as magic damage over 4 seconds
(3) 70% Damage, Hexes that light on fire: 1
/
(6) 150% Damage, Hexes that light on fire: 3
/
(9) 250% Damage, Hexes that light on fire: 5
When a Light Champion dies, all other Light Champions gain Attack Speed and are healed for 25% of their Maximum Health
(3) +15% Attack Speed
/
(6) +35% Attack Speed
/
(9) +55% Attack Speed
Moonlight transforms unit durability into a win condition for team comps that are built with drawn out battles in mind.
(2) Every 7 seconds, your team gains 15% Critical Strike Chance, 15% Critical Strike Damage, and 10% Spell Power. (Stacks up to 4 times)
(2) At the start of combat, a random ally gains a 1500 health Stoneshield
(3) Poison Champions apply Neurotoxin when they deal damage, increasing the target's mana cost by 50%
Shadow units deal increased damage for 6 seconds at combat start, refreshed on takedown.
(3) 65% Increased Damage, Self Takedown
/
(6) 175% Increased Damage, Any Shadow Takedown
Steel Champions gain damage immunity for a few seconds when they are reduced below 50% health
(2) 2 seconds of immunity
/
(3) 3 seconds of immunity
/
(4) 4 seconds of immunity
All allies gain dodge chance
(2) 20% dodge chance
/
(3) 25% dodge chance
/
(4) 35% dodge chance
(3) At the start of combat, a random Woodland Champion makes a copy of themselves
/
(6) Woodland to clone them all.
Classes
Alchemist Alchemist
(1) Innate: Alchemists ignore collision and never stop moving
Innate: At the start of combat, Assassins leap to the farthest enemy. Assassins gain bonus Critical Strike Damage and Chance.
(3) +65% Critical Strike Damage & +10% Critical Strike Chance
/
(6) +225% Critical Strike Damage & +20% Critical Strike Chance
Avatar Avatar
(1) An Avatar's Origin Element is counted twice for Trait bonuses
Innate: At the start of combat, Berserkers leap to the nearest enemy. Berserkers have a chance to hit all units in a cone in front of them with their attacks
(3) 45% Chance
/
(6) 100% Chance, all Berserkers +25 AD
Blademaster Basic Attacks have a 35% chance to trigger additional attacks against their target. These additional attacks deal damage like Basic Attacks and trigger on-hit effects.
(2) 1 Additional Attack
/
(4) 2 Additional Attacks
/
(6) 3 Additional Attacks
(2) Druids regenerate 45 health each second
Mages have a chance on cast to instead Doublecast
(3) 50% chance
/
(6) 100% chance & 20 AP to all Mages
All allies gain increased Magic Resist
(2) 40 Magic Resist
/
(4) 120 Magic Resist
(3) Predators instantly kill enemies they damage who are below 25% health
Every 3 seconds, Rangers have a chance to double their Attack Speed for 3 seconds.
(2) 35% Chance to 2x Attack Speed
/
(4) 80% Chance to 2x Attack Speed
/
(6) 100% Chance to 2.5x Attack Speed
(2) The first Soulbound unit to die in a round will instead enter the Spirit Realm, becoming untargetable and continuing to fight as long as another Soulbound unit is alive.
Summoned units have increased health and duration
(3) 30% increase
/
(6) 120% increase