• Comps
  • Builder
  • Fortune
  • Encounters
  • Champions
  • Traits
  • Items
  • Augments
  • Portals
origin-iconAltruist
2/3/4
origin-iconArcanist
2/4/6/8
origin-iconArtist
1
origin-iconBehemoth
2/4/6/8
origin-iconBruiser
2/4/6/8
origin-iconDuelist
2/4/6/8
origin-iconExalted
3/5
origin-iconGreat
1
origin-iconInvoker
2/4/6
origin-iconLovers
1
origin-iconReaper
2/4
origin-iconSage
2/3/4/5
origin-iconSniper
2/4/6
origin-iconSpirit Walker
1
origin-iconTrickshot
2/4
origin-iconWarden
2/4/6/8
origin-iconDragonlord
2/3/4/5
$5
$4
$2
$5
$5
$3
$5
origin-iconDryad
2/4/6
$4
$1
$5
$2
$2
origin-iconFated
3/5/7/10
$1
$4
$3
$1
$2
$3
$5
origin-iconFortune
3/5/7
$3
$1
$3
$4
$2
origin-iconGhostly
2/4/6/8
$3
$2
$2
$4
$4
$1
$3
origin-iconHeavenly
2/3/4/5/6/7
$3
$2
$1
$2
$5
$1
$5
origin-iconInkshadow
3/5/7
$5
$2
$3
$2
$5
$4
$1
origin-iconMythic
3/5/7/10
$2
$5
$1
$3
$1
$4
$1
$3
$4
origin-iconPorcelain
2/4/6
$2
$5
$4
$3
origin-iconStoryweaver
3/5/7/10
$2
$3
$2
$4
$5
$2
$1
$1
origin-iconUmbral
2/4/6/9
$2
$4
$1
$3
$3
$5
Origins
Dragonlord
Dragonlord
$2

ジャンナ

$3

ダイアナ

$4

リー・シン

$5

ザヤ

$5

ラカン

After 8 seconds of combat, the Dragon strikes the board, dealing true damage to enemies and granting all allies Attack Speed for the rest of combat.

(2) 5% HP damage, 12% AS.

(3) 10% HP damage, 18% AS.

(4) 10% HP damage and Stuns for 1.5 seconds.

(5) 15% HP damage, 45% AS.

$1

レク=サイ

$2

キンドレッド

$2

ナー

$4

オーン

$5

アジール

Dryads gain Ability Power and 150 Health. Each enemy death grants permanent additional Health.

(2) 15 AP; 3 HP per enemy death

(4) 30 AP; 7 HP per enemy death

(6) 55 AP; 10 HP per enemy death

Hover one Fated unit over another to form a pair and unlock a Fated Bonus. Your pair gains 20% HP.

(3) Pair gets the Fated Bonus.

(5) All Fated champions get 200% of the Fated Bonus

(7) All Fated champions get 300% of the Fated Bonus

(10) All Fated champions gain 300% of EVERY Fated Bonus

When you lose a fight, gain Luck. The more fights in a row you lose, the more Luck you get.

Lose Luck when you win.

(3) Roll a die; in that many player combats, hold a Festival! At the Festival, you have the option to convert your Luck into rewards.

(5) Heal 2 player health at the start of each player combat.

(7) Fortune smiles! Gain extra rewards and more luck every turn no matter what, and hold a Festival every turn.

Upon dealing or taking damage 5 times, Ghostly units send 2 spectres to haunt nearby enemies and heal 2% max Health every 2 seconds.

Haunted enemies take bonus damage for each spectre on them, and pass spectres on death.

(2) 5% per spectre

(4) 10% per spectre

(6) 16% per spectre

(8) 36% per spectre

Heavenly units grant unique stats to your team, increased for each Heavenly unit in play.
Heavenly units gain 70% more.

Kha'Zix - +10% Crit chance
Malphite - +8 AR/MR
Neeko - +60 HP
Qiyana - +10% AD
Soraka - +10% AP
Wukong - +10% AS
Emblem - +5% Omnivamp

2-stars grant 30% more.
3-stars grant 50% more.

(2) 100% bonus.

(3) 110% bonus.

(4) 125% bonus.

(5) 145% bonus.

(6) 170% bonus.

(7) 200% bonus.

Gain unique Inkshadow items. Inkshadow champions gain 5% bonus damage and damage reduction.

Which Inkshadow items you get changes each game.

(3) An Inkshadow item (Different from each game)

(5) An Inkshadow item (Different from each game), and 11% more bonus damage and damage reduction.

(7) An Inkshadow item (Different from each game), and 17% more bonus damage and damage reduction.

Mythic champions gain Health, Ability Power, and Attack Damage.

After 4 player combats, they become Epic, increasing the bonus by 50%.

(3) +8% HP, 11% AP/AD

(5) +18% HP, 22% AP/AD

(7) +25% HP, 35% AP/AD

(10) Instantly become Epic. The bonus is increased by 250% instead.

After casting, Porcelain champions boil, gaining Attack Speed and taking less damage for 4 seconds.

(2) 30% AS; 20% reduced damage

(4) 55% AS; 33% reduced damage

(6) 100% AS; 50% reduced damage

Storyweavers summon a Hero named Kayle and evolve her. Storyweavers gain max Health.

Each Storyweaver star level increases Kayle's Health and Ability Power. Kayle gets 15% Attack Speed for each game Stage.

(3) Pick a supportive effect. 60 HP

(5) Pick a combat effect. 100 HP

(7) Pick a combat effect. 150 HP

(10) Ascend. 250 HP

The moon illuminates hexes, Shielding units placed in them at the start of combat.

Umbral units in illuminated hexes execute low Health enemies.

(2) 200 Shield; 10% Health execute

(4) 450 Shield; 18% Health execute. More hexes are illuminated

(6) 900 Shield; 25% Health execute. Illuminate the whole board

(9) Executed enemies have a 100% chance to drop loot; 60% Health execute

Classes

Altruists heal the lowest Health ally for 15% of damage they deal. Your team gains Armor and Magic Resist.

(2) 10 AR/MR

(3) 20 AR/MR

(4) 40 AR/MR

Arcanists gain Ability Power and grant Ability Power to allies.

(2) 20 AP to all allies.

(4) 50 AP for Arcanists; 20 AP for others

(6) 90 AP for Arcanists; 50 AP for others

(8) 135 AP for Arcanists; 135 AP for others

(1) The Artist paints the champion you place in a special bench slot. Get a 1-star copy of the champion placed there when the Artist's work is complete.

Rounds to Complete = Unit Cost

Behemoths gain increased Armor and Magic Resist. Whenever a Behemoth dies, the nearest Behemoth gains 50% more for 8 seconds.

(2) 25 AR/MR

(4) 55 AR/MR

(6) 85 AR/MR

(8) 115 AR/MR

Your team gains 100 maximum Health. Bruisers gain additional maximum Health.

(2) 20% Health

(4) 40% Health

(6) 65% Health

(8) 80% Health; Every 3 seconds, Bruisers deal 6% HP bonus physical damage on their next attack.

Duelists gain Attack Speed on each attack, stacking up to 12 times.

(2) 5% AS

(4) 9% AS

(6) 13% AS; Duelists take 12% less damage

(8) 18% AS; Duelists take 18% less damage

Exalted
Exalted

Your team gains 7% bonus damage, plus more based on your level.

After combat, store XP in a Soul Core. Sell the Core to claim the XP.

Each game a different set of units is Exalted.

(3) 1% damage per level, 1 XP

(5) 3% damage per level, 2 XP

(1) Every 3 casts, Wukong grows his weapon, modifying his Abilities.

Every 3 seconds, your units gain Mana.

(2) 5 Mana to all allies.

(4) 20 Mana to Invokers; 5 Mana to others.

(6) 35 Mana to Invokers; 20 Mana to others.

(1) Change which Lover takes the field depending on whether they are placed in the front or back 2 rows. When the fielded Lover casts, the other provides a bonus effect.

Front: Trickshot Xayah
Back: Altruist Rakan

(2) Reapers' Abilities can critically strike and they gain 25% Critical Strike Chance.

(4) Additionally, Reapers bleed enemies for 50% bonus true damage over 2 seconds.

Combat start: Allies in the front 2 rows gain Omnivamp. Allies in the back 2 rows gain Ability Power.

(2) 12% Omnivamp, 15 AP

(3) 20% Omnivamp, 30 AP

(4) 30% Omnivamp, 45 AP

(5) 45% Omnivamp, 75 AP

Innate: Snipers gain 1 Attack Range.

Snipers deal more damage to targets farther away.

(2) 8% damage per hex.

(4) 17.9% damage per hex.

(6) 34.7% damage per hex. Snipers gain an additional 2 Attack Range.

Spirit Walker
Spirit Walker

(1) The first time the Spirit Walker drops below 50% Health, he unleashes the rage within, healing to full Health, gaining increased movement speed, and changing his Ability from Ram Slam to Tiger Strikes.

Trickshots' abilities ricochet. Each ricochet deals a percentage of the previous bounce's damage.

(2) 1 ricochet; 45% of previous damage

(4) 2 ricochets; 60% of previous damage

Wardens take less damage. For the first 10 seconds of combat, they take an additional 18% less damage.

(2) 10% less damage

(4) 22% less damage

(6) 35% less damage

(8) 45% less damage

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