• Champions
  • Traits
  • Items
  • Augments
  • Portals
origin-iconBig Shot
2/4/6
origin-iconBreakout
1
origin-iconBruiser
2/4/6
origin-iconCrowd Diver
2/4/6
origin-iconDazzler
2/4/6
origin-iconEdgelord
3/5/7
origin-iconExecutioner
2/4/6
origin-iconGuardian
2/4/6
origin-iconMosher
2/4/6/8
origin-iconRapidfire
2/4/6
origin-iconSentinel
2/4/6/8
origin-iconSpellweaver
3/5/7/9
origin-iconSuperfan
3/4/5
origin-icon8-bit
2/4/6
$1
$3
$4
$2
origin-iconCountry
3/5/7
$1
$2
$3
$4
$3
origin-iconDisco
3/4/5/6
$2
$1
$4
$1
$4
$2
origin-iconEDM
2/3/4/5
$4
$4
$3
$2
origin-iconEmo
2/4/6
$3
$3
$4
$1
origin-iconHeartsteel
3/5/7/10
$4
$3
$3
$3
$5
$3
$2
$1
origin-iconHyperpop
1/2/3/4
$5
$3
origin-iconILLBEATS
1
$5
origin-iconJazz
2/3/4
$3
$2
$5
origin-iconK/DA
3/5/7/10
$2
$4
$1
$4
$3
$1
$2
$4
$1
$3
origin-iconMaestro
1
$5
origin-iconMixmaster
1
$5
origin-iconPentakill
3/5/7/10
$1
$2
$4
$4
$5
$2
$5
$3
$2
origin-iconPunk
2/4/6
$2
$2
$1
$1
origin-iconTrue Damage
2/4/6/9
$4
$5
$1
$4
$1
$2
$3
$3
$1
origin-iconWildcard
1
$5
Origins
8-bit
8-bit
$1

Corki

$2

Garen

$3

Riven

$4

Caitlyn

Keep score of your team's damage dealt. For each high score you beat, 8-bit champions gain Attack Damage.

(2) 5% AD

(4) 9% AD

(6) 14% AD and unlock a final high score, that rewards you with a grand prize.

When your team loses 30% of their Health, a Dreadsteed that empowers your team. Each Country star level increases the Dreadsteed's Health and Attack Damage.

(3) Dreadsteed

(5) Midnight Dreadsteed

(7) Infernal Invocation Dreadsteed

Summon a movable Disco Ball.

Combat start: Allies next to it gain Attack Speed and healing immediately and every 3 seconds.

(3) 5% Attack Speed, 2% max Health

(4) 8% Attack Speed, 3% max Health

(5) 2 Disco Balls, 12% Attack Speed, 3% max Health

(6) 20% Attack Speed, 4% max Health

Use the EDM selector item to choose an EDM champion and see the frequency for each.

At the selected champions's frequency, your EDM champions cast the selected Ability with modified effectiveness.

(2) 90% effectiveness

(3) 110% effectiveness

(4) 120% effectiveness, -1 second

(5) 135% effectiveness, -1 seconds

Emo Champions' Ability cost less Mana to cast, and they gain Mana whenever an allied champion dies.

(2) 20% less, gain 20 Mana

(4) 30% less, gain 30 Mana

(6) +20 AP, 40% less, gain 40 Mana

$1

K'Sante

$2

Aphelios

$3

Sett

$3

Yone

$4

Ezreal

$5

Kayn

Earn Hearts by killing enemies. Gain even more by losing player combat. Every 4 player combats, convert Hearts into powerful rewards!

(3) 1x Hearts

(5) 2x Hearts

(7) 5.5x Hearts

(10) 18x Hearts, Gain rewards every round and keep 80% of you Hearts!

When Hyperpop champions use an Ability, they grant Mana and 4 seconds of Attack Speed to their 2 closest allies.

(1) 5 Mana and 10% Attack Speed

(2) 10 Mana and 20% Attack Speed

(3) 15 Mana and 35% Attack Speed

(4) 20 Mana and 60% Attack Speed

ILLBEATS
ILLBEATS

(1) Gain 2/2/8 placeable Spirit Tentacles, based on Illaoi's star level. Tentacles gain Illaoi's bonus Armor and Magic Resist.

For each active trait (except uniques), your team gains bonus Health and deals bonus damage.

(2) 1.5% Health, 1% Damage

(3) 2.5% Health, 1.5% Damage

(4) 4% Health, 2% Damage

Your team gains max Health, Ability Power, and Attack Damage if they are in a lighted hex. K/DA champions gain double!

(3) +9% max Health, +9 AP & AD

(5) +15% max Health, +15 AP & AD

(7) +27% max Health, +27 AP & AD

(10) +45% max Health, +45 AP & AD, 10 mana per second

Maestro
Maestro

(1) The Maestro always attacks at a fixed pace, converting 1% bonus Attack Speed into 0.7% Attack Damage.

Mixmaster
Mixmaster

(1) Choose a mode that changes the Mixmaster's attacks and Ability!

Pentakill champions reduce incoming damage by 15% and deal bonus damage. For each champion kill, a Pentakill champion rocks out and increases their damage bonus by 25%.

On the 5th kills, all Pentakill champions rock out and your team gains 50% Attack Speed.

(3) 15% bonus damage

(5) 30% bonus damage

(7) 45% bonus damage

(10) 50% damage reduction and 99% bonus damage

Punks gain bonus Health and Attack Damage, which increases by 1% every time you spend gold on a Shop reroll.

After Punks fight in combat, your 1st Shop reroll costs 1 gold and grants 3% bonus instead!

(2) +180 Health and +18% Attack Damage

(4) +300 Health and +30% Attack Damage

(6) +420 Health and +42% Attack Damage

True Damage champions deal bonus true damage. If they are holding an item, they gain a unique Bling Bonus for their Ability.

(2) 15% damage

(4) 30% damage

(6) 45% damage

(9) 99% damage, Bling Bonuses go Platinum!

Wildcard
Wildcard

(1) If you win player combat, Kayn becomes the Shadow Assassin. If not, he becomes Rhaast. You receive a reward based on his form every time he kills 2 enemy champions.

Shadow Assassin: 3g

Rhaast: 1 player health.

Classes

Big Shots gain Attack Damage. which increases for 3 seconds when they use their Ability.

(2) 10% Attack Damage, 40% after casting

(4) 20% Attack Damage, 60% after casting

(6) 40% Attack Damage, 100% after casting

(1) Akali is a member of K/DA or True Damage depending on which trait has more fielded champions. She gains a different Ability depending on which form she takes.

Your team gains 100 Health. Bruiser gain bonus maximum Health.

(2) 20% max Health

(4) 45% max Health

(6) 90% max Health

After Crowd Divers die, they leap onto the furthest enemy, dealing 300 magic damage. Enemies within 1 hex are Stunned for 1.5 seconds.

They also deal bonus damage, increased by 1% each second.

(2) 12% bonus damage

(4) 30% bonus damage

(6) 50% bonus damage

Dazzler' Ability reduce their target's damage by 10% and deal bonus magic damage over 2 seconds.

(2) 20% magic damage

(4) 60% magic damage

(6) 100% magic damage

Edgelords gain Attack Speed which doubles when their target drops target drops below 50% Health. Edgelords with 1-hex range also dash through them on their next attack.

(3) 30% Attack Speed

(5) 55% Attack Speed

(7) 85% Attack Speed

Executioner Abilities can critically strike and they gain Critical Strike Damage. Their Critical Strike Chance is increased based on their target's missing Health.

(2) 5% Crit Damage, Up to 25% Crit Chance

(4) 15% Crit Damage, Up to 80% Crit Chance

(6) 30% Crit Damage, Up to 160% Crit Chance

Once per combat at 50% Health, Guardians shield themselves and their closest ally for a percent of their max Health.

(2) 25%

(4) 45%

(6) 70%

Moshers gain Attack Speed and Omnivamp, which increases up to 100% based on their missing Health.

Omnivamp: Heal for percentage of damage dealt

(2) 20% Attack Speed, 10% Omnivamp

(4) 40% Attack Speed, 15% Omnivamp

(6) 70% Attack Speed, 20% Omnivamp

(8) 125% Attack Speed, 30% Omnivamp

Your team gains 10% Attack Speed.

Rapidfire champions gain more on every attack, up to 10 stacks.

(2) 4% Attack Speed

(4) 9% Attack Speed

(6) 16% Attack Speed

Your team gains Armor and Magic Resist. Sentinels gain double.

(2) +16 Armor, +16 Magic Resist

(4) +35 Armor, +35 Magic Resist

(6) +55 Armor, +55 Magic Resist

(8) +100 Armor, +100 Magic Resist

Your team gains 15 Ability Power. Spellweavers gain more, plus extra Ability Power whenever a Spellweaver casts an Ability.

(3) 20 AP, +1 AP per cast

(5) 35 AP, +2 AP per cast

(7) 80 AP, +4 AP per cast

(9) 130 AP, +6 AP per cast

Superfans improve your Headliner!

(3) Headliner gets a completed item

(4) Headliner gets +250 Health and +15% Omnivamp

(5) Item upgrades to radiant

Omnivamp: Heal for percentage of damage dealt

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