Check the latest information for Season 2: Rise of Elements

  • Champions
  • Traits
  • Items
origin-iconAlchemist
1
origin-iconAssassin
3/6
origin-iconAvatar
1
origin-iconBerserker
3/6
origin-iconBlademaster
2/4/6
origin-iconDruid
2
origin-iconMage
3/6
origin-iconMystic
2/4
origin-iconPredator
3
origin-iconRanger
2/4/6
origin-iconSoulbound
2
origin-iconSummoner
3/6
origin-iconWarden
2/4/6
origin-iconCrystal
2/4
$7Lux
$2
$4
$5
origin-iconDesert
2/4
$4
$1
$3
$3
origin-iconElectric
2/3/4
$5
$7Lux
$2
$5
$1
origin-iconGlacial
2/4/6
$7Lux
$2
$4
$1
$3
$2
origin-iconInferno
3/6/9
$1
$3
$7Lux
$4
$2
$3
$1
$4
$5
origin-iconLight
3/6/9
$7Lux
$2
$3
$3
$1
$4
$4
$1
origin-iconLunar
2
$3
$1
origin-iconMountain
2
$3
$1
$4
origin-iconOcean
2/4/6
$3
$7Lux
$1
$2
$5
$2
$3
origin-iconPoison
3
$5
$3
$1
$4
origin-iconShadow
3/6
$7Lux
$3
$5
$3
$5
$3
$2
$2
origin-iconSteel
2/3/4
$3
$7Lux
$2
origin-iconWind
2/3/4
$3
$7Lux
$2
$4
origin-iconWoodland
3/6
$2
$7Lux
$1
$1
$2
$2
Origins
Crystal
Crystal
$2

Skarner

$4

Ashe

$5

Taric

$7LuxLux

Crystal Champions have a maximum amount of damage they can take from a single hit.

(2) 110 Max Damage

(4) 60 Max Damage

$1

Renekton

$3

Azir

$3

Sivir

$4

Khazix

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) 550 damage

Basic Attacks from Glacials have 25% chance to stun their target for 1.5 seconds, bonus Magic Damage on stun.

(2) 75 bonus Magic Damage

(4) 175 bonus Magic Damage

(6) 375 bonus Magic Damage

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 20% of their Maximum Health

(3) +20% Attack Speed

(6) +30% Attack Speed

(9) +50% 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 15% Spell Power. (Stacks up to 4 times)

(2) At the start of combat, a random ally gains a 1500 health Stoneshield

All allies restore mana every 4 seconds

(2) +10 Mana

(4) +30 Mana

(6) +60 Mana

(3) Poison Champions apply Neurotoxin when they deal damage, increasing the target's mana cost by 33%

Shadow units deal increased damage for 6 seconds at combat start, refreshed on takedown.

(3) 65% Increased Damage, Self Takedown

(6) 150% 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) +70% Critical Strike Damage & +10% Critical Strike Chance

(6) +210% 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 40% 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

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