• Comps (PBE)
  • Builder
  • Anomalies
  • Champions
  • Traits
  • Items
  • Augments
  • Opening Encounters
origin-iconAmbusher
2/3/4/5
origin-iconArtillerist
2/4/6
origin-iconBruiser
2/4/6
origin-iconDominator
2/4/6
origin-iconForm Swapper
2/4
origin-iconPit Fighter
2/4/6/8
origin-iconQuickstriker
2/3/4
origin-iconSentinel
2/4/6
origin-iconSniper
2/4/6
origin-iconSorcerer
2/4/6/8
origin-iconVisionary
2/4/6/8
origin-iconWatcher
2/4/6
origin-iconAcamedy
3/4/5/6
$3
$5
$2
$1
$4
origin-iconAutomata
2/4/6
$3
$2
$3
$5
$1
origin-iconBlack Rose
3/4/5/7
$4
$3
$4
$2
$5
$1
$2
origin-iconChem-Baron
3/4/5/6/7
$3
$3
$4
$5
$1
$2
origin-iconConqueror
2/4/6/9
$5
$3
$1
$4
$2
$3
$2
$1
origin-iconEmissary
1/4
$2
$4
$3
$4
origin-iconEnforcer
2/4/6/8/10
$2
$1
$4
$3
$3
$1
$5
origin-iconExperiment
3/5/7
$2
$3
$4
$2
$4
$1
$3
origin-iconFamily
3/4/5
$1
$1
$2
origin-iconFirelight
2/3/4
$4
$2
$3
origin-iconHigh Roller
1
$5
origin-iconJunker King
1
$5
origin-iconRebel
3/5/7/10
$5
$3
$2
$2
$1
$4
$4
$1
origin-iconScrap
2/4/6/9
$1
$4
$4
$1
$2
$3
$3
$5
Origins
Acamedy
Acamedy
$1

Lux

$2

Leona

$3

Ezreal

$4

Heimerdinger

$5

Jayce

The Academy sponsors 3 items each game.

Copies of sponsored items grant bonus max Health and Damage Amp. Academy units holding sponsored items gain double the amount, plus an additional 5% Health and Damage Amp.

(3) 2% Health and Damage Amp, gain 1 sponsored item.

(4) 3% Health and Damage Amp, gain 1 sponsored item.

(5) 4% Health and Damage Amp, gain 1 sponsored item.

(6) 8% Health and Damage Amp.

Automata gain a crystal when they deal damage. At 20 crystals, they blast their current target, dealing magic damage + 25% of damage dealt since the previous blast and reset. They also gain Armor and Magic Resist.

(2) 150 damage, 20 AR/MR

(4) 325 damage, 45 AR/MR

(6) 650 damage, 80 AR/MR

Each Black Rose champion's star level increases Sion's power.

(3) Summon a chained Sion. He is freed after 5 casts from Black Rose units or when he drops below 65% health.

(4) Sion grows stronger and his enemies take more damage from Black Rose units.

(5) Sion unleashes dark magic and heals to full Health when freed.

(7) When Sion dies, he restores to life with power beyond death!

Gain Shimmer after each player combat. If your loss streak is at least 3, gain more.

At each stack of 100 Shimmer, the Black Market offers you contraband that only Chem-Barons can use. Chem-Barons gain max Health for each Black Market you pass on.

(3) Per Combat 15 or loss streak 30; 20 Health

(4) Per Combat 20 or loss streak 40; 50 Health

(5) Per Combat 20 or loss streak 60; 90 Health

(6) Per Combat 30 or loss streak 80; 125 Health

(7) Per Combat 30 or loss streak 120; 180 Health

Conquerors' takedowns grant stacks of Conquest. After gaining enough Conquest, open War Chests full of loot!

Conquerors gain Attack Damage and Ability Power, increased by 3% for each War Chest opened.

(2) 16% AD/AP%; 1x Conquest

(4) 25% AD/AP%; 3x Conquest

(6) 40% AD/AP%; 6x Conquest

(9) 100% AD/AP%; 20x Conquest

This trait is active only when you have exactly 1 or 4 unique Emissaries.

(1) Gain that Emissary's bonus

(4) Gain all bonuses. Emissaries gain 300 Health and 20% Damage Amp.

Ambessa: Allies gain 2 Armor and Magic Resist for each opponent defeated.

Garen: On Combat Start, Garen and allies to his left and right gain 20% of his max Health.

Nami: Allies' attacks grant 2 bonus Mana.

Tristana: Allies gain 6% Attack Speed per star level.

Combat Start: Enforcers gain Shield and Damage Amp. The highest Health enemy units become WANTED!

When a Wanted enemy dies, Enforcers gain 30% Attack Speed.

(2) 1 units; 12% Health, 12% DA

(4) 2 units; 25% Health, 20% DA

(6) 4 units; 35% Health, 35% DA

(8) 5 units; 45% Health, 55% DA

(10) ALL enemies; 100% Health, 150% DA, Combat Start: Confiscate all enemy items!

Gain Laboratory hexes on your board.

Combat start: Experiments standing on Laboratory hexes gain the Experiment bonuses of all Experiments on Laboratory hexes, plus max Health.

(3) 2 Laboratories, 100 Health

(5) 3 Laboratories, 300 Health

(7) Experiment bonuses increase by 100%!

Family members support each other, reducing their max Mana and gaining extra bonuses.

(3) 25% reduction, 15% DR

(4) 30% reduction, 20% AS

(5) 40% reduction, heist on topside! After combat, progress the heist, increased for each surviving family member!

Every 6 seconds, Firelights dash. While dashing, they attack with infinite range and heal a percentage of the damage taken since their last dash.

(2) 25% of damage taken

(3) 40% of damage taken

(4) 45% of damage taken. While dashing, gain a massive burst of Attack Speed.

High Roller
High Roller

(1) When casting, Sevika rolls a random Jinx modification to her Ability and gains 80% Durability for 1.5 seconds.

Mods:
-Rocket: Launch 8 rockets that deal 100 physical damage each
-Shield: Gain 500 Shield for 4 seconds
-Coin: Gain 3 gold
-Triple: Enhance her rolled ability!

Junker King
Junker King

(1) Every 3 rounds, open an armory to purchase permanent upgrades to your strongest Rumble's mech.

Rebels gain 12% max Health.

After your team loses 30% of their Health, a smoke signal appears, granting Rebels 60% Attack Speed for 4 seconds and extra power for the rest of combat.

(3) 15% AD/AP

(5) 30% AD/AP, 12% Health

(7) 45% AD/AP, 15% Health, and Stun all enemies for 2 seconds

(10) The smoke signal triggers at Combat Start and every 6 seconds.

Combat start: Components held by Scrap units temporarily turn into full items. Scrap units gain Shield for 30 seconds for each component held by your team, including those that make up a full item.

(2) 1 component, 25 Shield

(4) 3 components, 40 Shield

(6) All components, and full items become lucky! 60 Shield

(9) Generate Radiant items! 70 Shield

Classes

Damage from Ambushers' Abilities can critically strike. They also gain bonus Critical Strike Chance and Critical Strike Damage.

(2) 20% Crit, 10% Crit Mult

(3) 30% Crit, 20% Crit Mult

(4) 40% Crit, 30% Crit Mult

(5) 55% Crit, 35% Crit Mult; also gain 15% Durability

Every 5 attacks, Artillerists launch a rocket that deals 125% Attack Damage around the target. They also gain Attack Damage.

(2) 10% AD

(4) 40% AD

(6) 50% AD, Launch a rocket every 4 attacks that deals double damage.

Your team gains 100 max Health. Bruisers gain more.

(2) 20% Health

(4) 45% Health

(6) 75% Health

Combat start: Dominators gain a Shield for 15 seconds.

When Dominators cast, they gain stacking Ability Power based on the Mana spent.

(2) 250 Shield, 25% AP

(4) 450 Shield, 45% AP

(6) 700 Shield, 70% AP

Innate: Form Swappers change their stats and ability based on if they're placed in the front 2 rows or back 2 rows.

Frontline Form Swappers gain Durability. Backline Form Swappers gain Damage Amp.

(2) 15% Durability or 20% Damage Amp

(4) 30% Durability or 40% Damage Amp

Pit Fighters gain 15% Omnivamp and deal bonus true damage. Once per combat at 50% Health, they heal a percentage of their max Health over 2 seconds.

(2) 6% true damage, 10% Health

(4) 12% true damage, 25% Health

(6) 20% true damage, 40% Health

(8) 50% true damage, 99% Health

Quickstrikers move faster and gain Attack Speed, based on their target's missing Health.

(2) 20-60% AS

(3) 30-80% AS

(4) 40-100% AS. On target death, Quickstrikers dash to a new target and gain 200 shield for 3 seconds.

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

(2) 12 AR/MR

(4) 25 AR/MR

(6) 42 AR/MR

Snipers deal more damage to targets farther away.

(2) 7% damage per hex

(4) 16% damage per hex

(6) 35% damage per hex and +5 Attack Range

Your team gains 10 Ability Power. Sorcerers gain more.

(2) 20 AP

(4) 50 AP

(6) 85 AP

(8) 100 AP, Abilities reduce their target's damage by 25% for 3 seconds

Whenever Visionaries gain Mana, they gain more.

(2) 25% Mana

(4) 50% Mana

(6) 80% Mana

(8) 100% Mana, Abilities heal an ally for 20% of damage dealt

Watchers gain Durability, increased while above 50% Health.

(2) 15% or 30% DR

(4) 25% or 45% DR

(6) 35% or 50% DR

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