origin-iconBlademaster
3/6/9
origin-iconBlaster
2/4
origin-iconBrawler
2/4
origin-iconDemolitionist
2
origin-iconInfiltrator
2/4/6
origin-iconMana-Reaver
2
origin-iconMercenary
1
origin-iconMystic
2/4
origin-iconParagon
1
origin-iconProtector
2/4/6
origin-iconSniper
2/4
origin-iconSorcerer
2/4/6
origin-iconStarship
1
origin-iconVanguard
2/4/6
origin-iconAstro
3
$4
$3
$4
$2
origin-iconBattlecast
2/4/6/8
$2
$1
$1
$3
$5
$4
origin-iconCelestial
2/4/6
$1
$5
$2
$2
$3
origin-iconChrono
2/4/6/8
$2
$4
$3
$2
$5
$1
$1
$4
origin-iconCybernetic
3/6
$1
$4
$2
$3
$5
$4
$3
$1
origin-iconDark Star
2/4/6/8
$3
$3
$1
$4
$5
$2
origin-iconMech-Pilot
3
$3
$4
$2
origin-iconRebel
3/6/9
$2
$3
$4
$1
$1
$2
$5
origin-iconSpace Pirate
2/4
$1
$5
$2
$5
$3
origin-iconStar Guardian
3/6/9
$4
$5
$3
$1
$2
$3
$1
Origins
Astro
Astro
$2

Nautilus

$3

Bard

$4

Gnar

$4

Teemo

(3) Astro Champions reduce their mana costs by 30

$1

Illaoi

$1

Nocturne

$2

KogMaw

$3

Cassiopeia

$4

Viktor

$5

Urgot

Battlecast champions, upon dealing or taking 10 instances of damage, heal if below half health, or deal magic damage to the nearest enemy if above half.

(2) 80 Healing or Damage

(4) 180 Healing or Damage

(6) 480 Healing or Damage

(8) 1000 Healing or Damage

All allies heal for some of the damage they deal with spells and attacks.

(2) 15% Healing

(4) 45% Healing

(6) 150% Healing

All allies gain 15% Attack Speed every some seconds.

(2) every 8 seconds

(4) every 3 seconds

(6) every 1 seconds

(8) every 0.5 seconds

Cybernetic champions with at least one item gain Health and Attack Damage.

(3) 300 Health and 35 Attack Damage

(6) 550 Health and 70 Attack Damage

When any ally champion dies, all other allied Dark Star Champions gain Attack Damage and Spell Power

(2) Attack Damage and Spell Power +8

(4) Attack Damage and Spell Power +18

(6) Attack Damage and Spell Power +28

(8) Attack Damage and Spell Power +48

The Super-Mech has the traits of its pilots, 3random items from among them and gains 65% of the combined pilot's health and attack damage When the Super-Mech dies the Piots are ejected with 35% of thier maximun health and continue of fight

(3) At the start of combat, three random mech-pilots are teleported into a super-mech

At the start of combat, Rebels gain a shield and increased damage for each adjacent Rebel. The shield lasts for 8 seconds.

(3) 150 Shield & 10% Damage

(6) 225 Shield & 12% Damage

(9) 400 Shield & 20% Damage

Whenever a Space Pirate lands a killing blow on a Champion there is a chance to drop extra loot.

(2) 50% for 1 gold

(4) 50% for 1 gold and 33% for a component item

Star Guardians' spellcasts grant Mana to other Star Guardians spread among them.

(3) 15 Total Mana

(6) 25 Total Mana

(9) 60 Total Mana

Classes

Blademasters' Basic Attacks have a chance to trigger two additional attacks against their target. These additional attacks deal damage like Basic Attacks and trigger on-hit effects.

(3) 30% Chance to trigger

(6) 65% Chance to trigger

(9) 100% Chance to trigger

Every fourth Basic Attack from a Blaster fires additional attacks at random enemies. These additional attacks deal damage like Basic Attacks, trigger on-hit effects and can critically hit.

(2) 3 Additional Attacks

(4) 6 Additional Attacks

Brawlers gain bonus Maximum Health.

(2) 350 Bonus Health

(4) 600 Bonus Health

(2) Damage from Demolitionists' spellcasts stun their for 1.50 seconds. (Once per spellcast)

Innate: At the start of combat, Infiltrators move to the enemy's backline. Infiltrators gain Attack Speed for 6 seconds at the start of combat, refreshes on takedown

(2) 40% Bonus Attack Speed

(4) 80% Bonus Attack Speed

(6) 150% Bonus Attack Speed

(2) Mana-Reaver attacks increase the mana cost of their target’s next spell by 30%

Mercenary
Mercenary

(1) Innate: Upgrades for Mercenaries's spells have a chance to appear in the shop.

All allies gain Magic Resistance.

(2) 50 Magic Resistance

(4) 120 Magic Resistance

Paragon
Paragon

(1) Ally Star Guardian basic attacks are converted to true damage. All other ally basic attacks are converted to magic damage.

Protectors shield themselves for 4 seconds whenever they cast a spell. This shield doesn't stack.

(2) 30% Maximum Health Shield

(4) 40% Maximum Health Shield

(6) 50% Maximum Health Shield

Snipers deal increased damage for each hex between themselves and their target.

(2) 9% increased damage for each hex

(4) 16% increased damage for each hex

All allies have increased Spell Power.

(2) 20% Spell Power

(4) 40% Spell Power

(6) 70% Spell Power

(1) Innate: Starships gain 40 Mana per second, maneuver around the board, and are immune to movement impairing effects, but can't Basic Attack.

Vanguard champions gain bonus Armor.

(2) 125 Armor

(4) 300 Armor

(6) 900 Armor

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