Logo
Herkunft
Cultist
Cultist
Once your team loses 50% of their Health, Galio is summoned, slamming into the largest cluster of enemies and knocking them up. Galio's strength increases based on the total star level of all active Cultists.
(3) Tyrant Galio
(6) Demon Lord Galio
(9) Supreme Overlord Galio
Daredevil
Daredevil
(1) Daredevils seek the thrill of battle, dashing after every other attack. After every dash, they shield themselves for 20% of their max health and their next attack fires 2 shots, gaining Style. At max Style, they cast their spell. Base Style rank increases star level.
Divine
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend for 6 seconds, taking reduced damage and dealing bonus true damage for the duration.
(2) 25% damage reduction and true damage
(4) 40% damage reduction and true damage
(6) 55% damage reduction and true damage
(8) 70% damage reduction and true damage
Dragonsoul
Dragonsoul
The first Dragonsoul allies to take damage in combat receives the Dragon's Blessing. While blessed, the unit gains bonus stats, and every 5th attack fires a Dragonsoul blast, dealing 40% of the target's maximum Health in magic damage. On death, this blessing passes to the closest Dragonsoul ally without a blessing.
(3) 1 Blessing, 40 AS & SP
(6) 3 Blessing, 70 AS & SP
(9) 6 Blessing, 140 AS & SP
Elderwood
Elderwood
Every two seconds all Elderwood champions grow, gaining bonus stats. This effect stacks up to five times.
(3) 15 Armor and MR, 5 AD and SP
(6) 20 Armor and MR, 10 AD and SP
(9) 30 Armor and MR, 15 AD and SP
Enlightened
Enlightened
Enlightened champions generate more Mana.
(2) 50% increase
(4) 100% increase
(6) 150% increase
Exile
Exile
If an Exile has no adjacent allies at the start of combat, they gain:
(1) A shield equal to 50% of their maximum health
(2) And 80% Lifesteal
Fabled
Fabled
(3) Fabled champion's spells are empowered from tales of their past valor.
Fortune
Fortune
(3) Winning combat against a player will give bonus orbs. The longer you've gone without an orb, the bigger the payout!
(6) Wins give an extra bonus orb with rare loot.
Ninja
Ninja
Ninjas gain bonus Attack Damage and Spell Power. This trait is only active when you have exactly 1 or 4 unique Ninjas.
(1) Ninja gains +50 AD & SP
(4) All Ninjas gain +140 AD & SP
Spirit
Spirit
The first time a Spirit casts their spell, all allies gain Attack Speed.
(2) 18% Attack Speed
(4) 30% Attack Speed
The Boss
The Boss
(1) When The Boss first drops below 40% Health, he leaves combat to start doing sit-ups. Each sit-up restores 15% of his maximum Health and gives him 40% Attack Speed and Movement Speed. If he reaches full Health he returns to combat Pumped Up: all of his attacks and spells deal true damage. If all of his allies die, he will immediately return to combat.
Warlord
Warlord
Warlords have bonus Health and Spell Power. Each victorious combat they participate in increases the bonus by 10%, stacking up to 5 times.
(3) 250 HP & 25 SP
(6) 400 HP & 40 SP
(9) 700 HP & 70 SP
Logo
Klassen
Adept
Adept
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.
(2) 2 seconds
(3) 3.5 seconds
(4) 6 seconds
Assassin
Assassin
Innate: At the start of combat, Assassins leap to the enemy backline. Assassins gain bonus Critical Strike Damage and Chance, and their spells can critically strike.
(2) +25% Critical Strike Damage & +10% Critical Strike Chance
(4) +55% Critical Strike Damage & +30% Critical Strike Chance
(6) +90% Critical Strike Damage & +50% Critical Strike Chance
Blacksmith
Blacksmith
(1) After participating in combat, Blacksmiths will begin forging an Artifact item. The higher their star-level, the faster they work. Once the Artifact is complete, it will become available to bestow upon an ally. Each ally may only equip one Artifact.
Brawler
Brawler
Brawlers gain bonus Health and Attack Damage
(2) 400 Health and 10 Attack Damage
(4) 700 Health and 20 Attack Damage
(6) 1000 Health and 40 Attack Damage
(8) 1400 Health and 80 Attack Damage
Duelist
Duelist
Innate: Duelists gain bonus Movement Speed. Duelists' attacks grant Attack Speed, up to 8 stacks.
(2) +15% AS per Stack
(4) +25% AS per Stack
(6) +40% AS per Stack
(8) +60% AS per Stack
Emperor
Emperor
(1) The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.
Executioner
Executioner
Executioner attacks and spells always critically hit targets below a certain percent threshold of health.
(2) 33% health
(3) 66% health
(4) 99% health
Keeper
Keeper
At the start of combat, Keepers grant themselves and all adjacent allies a Shield for a duration. This Shield is 50% stronger on Keepers.
(2) 150 shield, 8 seconds
(4) 200 shield, 10 seconds
(6) 250 shield, 12 seconds
Mage
Mage
Mages cast twice and have modified Spell Power.
(3) 80% of their total Spell Power
(5) 105% of their total Spell Power
(7) 130% of their total Spell Power
Mystic
Mystic
All allies gain Magic Resistance.
(2) 40 Magic Resistance
(4) 120 Magic Resistance
(6) 300 Magic Resistance
Sharpshooter
Sharpshooter
Sharpshooters' attacks and spells ricochet to nearby enemies, dealing reduced damage.
(2) 2 ricochets with 65% reduced damage
(4) 3 ricochets with 45% reduced damage
(6) 4 ricochets with 30% reduced damage
Slayer
Slayer
Slayers gain Lifesteal that increases at lower Health, and deal bonus damage that increases based off their target's missing Health.
(3) 15 to 30% Lifesteal and 20 to 45% Bonus Damage
(6) 30 to 60% Lifesteal and 35 to 80% Bonus Damage
Syphoner
Syphoner
All allies heal for some of the damage they deal with spells and attacks.
(2) 10% for Allies, 40% for Syphoners
(4) 25% for Allies, 100% for Syphoners
Vanguard
Vanguard
Vanguard champions gain bonus Armor and Magic Resist
(2) 100 Armor and 10 Magic Resist
(4) 250 Armor and 25 Magic Resist
(6) 500 Armor and 50 Magic Resist
(8) 1000 Armor and 80 Magic Resist
Herkunft
Once your team loses 50% of their Health, Galio is summoned, slamming into the largest cluster of enemies and knocking them up. Galio's strength increases based on the total star level of all active Cultists.
(3) Tyrant Galio
/
(6) Demon Lord Galio
/
(9) Supreme Overlord Galio
Daredevil Daredevil
(1) Daredevils seek the thrill of battle, dashing after every other attack. After every dash, they shield themselves for 20% of their max health and their next attack fires 2 shots, gaining Style. At max Style, they cast their spell. Base Style rank increases star level.
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend for 6 seconds, taking reduced damage and dealing bonus true damage for the duration.
(2) 25% damage reduction and true damage
/
(4) 40% damage reduction and true damage
/
(6) 55% damage reduction and true damage
/
(8) 70% damage reduction and true damage
The first Dragonsoul allies to take damage in combat receives the Dragon's Blessing. While blessed, the unit gains bonus stats, and every 5th attack fires a Dragonsoul blast, dealing 40% of the target's maximum Health in magic damage. On death, this blessing passes to the closest Dragonsoul ally without a blessing.
(3) 1 Blessing, 40 AS & SP
/
(6) 3 Blessing, 70 AS & SP
/
(9) 6 Blessing, 140 AS & SP
Every two seconds all Elderwood champions grow, gaining bonus stats. This effect stacks up to five times.
(3) 15 Armor and MR, 5 AD and SP
/
(6) 20 Armor and MR, 10 AD and SP
/
(9) 30 Armor and MR, 15 AD and SP
Enlightened champions generate more Mana.
(2) 50% increase
/
(4) 100% increase
/
(6) 150% increase
If an Exile has no adjacent allies at the start of combat, they gain:
(1) A shield equal to 50% of their maximum health
/
(2) And 80% Lifesteal
(3) Fabled champion's spells are empowered from tales of their past valor.
(3) Winning combat against a player will give bonus orbs. The longer you've gone without an orb, the bigger the payout!
/
(6) Wins give an extra bonus orb with rare loot.
Ninjas gain bonus Attack Damage and Spell Power. This trait is only active when you have exactly 1 or 4 unique Ninjas.
(1) Ninja gains +50 AD & SP
/
(4) All Ninjas gain +140 AD & SP
The first time a Spirit casts their spell, all allies gain Attack Speed.
(2) 18% Attack Speed
/
(4) 30% Attack Speed
The Boss The Boss
(1) When The Boss first drops below 40% Health, he leaves combat to start doing sit-ups. Each sit-up restores 15% of his maximum Health and gives him 40% Attack Speed and Movement Speed. If he reaches full Health he returns to combat Pumped Up: all of his attacks and spells deal true damage. If all of his allies die, he will immediately return to combat.
Warlords have bonus Health and Spell Power. Each victorious combat they participate in increases the bonus by 10%, stacking up to 5 times.
(3) 250 HP & 25 SP
/
(6) 400 HP & 40 SP
/
(9) 700 HP & 70 SP
Klassen
Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.
(2) 2 seconds
/
(3) 3.5 seconds
/
(4) 6 seconds
Innate: At the start of combat, Assassins leap to the enemy backline. Assassins gain bonus Critical Strike Damage and Chance, and their spells can critically strike.
(2) +25% Critical Strike Damage & +10% Critical Strike Chance
/
(4) +55% Critical Strike Damage & +30% Critical Strike Chance
/
(6) +90% Critical Strike Damage & +50% Critical Strike Chance
Blacksmith Blacksmith
(1) After participating in combat, Blacksmiths will begin forging an Artifact item. The higher their star-level, the faster they work. Once the Artifact is complete, it will become available to bestow upon an ally. Each ally may only equip one Artifact.
Brawlers gain bonus Health and Attack Damage
(2) 400 Health and 10 Attack Damage
/
(4) 700 Health and 20 Attack Damage
/
(6) 1000 Health and 40 Attack Damage
/
(8) 1400 Health and 80 Attack Damage
Innate: Duelists gain bonus Movement Speed. Duelists' attacks grant Attack Speed, up to 8 stacks.
(2) +15% AS per Stack
/
(4) +25% AS per Stack
/
(6) +40% AS per Stack
/
(8) +60% AS per Stack
Emperor Emperor
(1) The Emperor deploys with two Sand Guards who can be placed anywhere on the battlefield. They do not move or attack, and die when their Emperor does.
Executioner attacks and spells always critically hit targets below a certain percent threshold of health.
(2) 33% health
/
(3) 66% health
/
(4) 99% health
At the start of combat, Keepers grant themselves and all adjacent allies a Shield for a duration. This Shield is 50% stronger on Keepers.
(2) 150 shield, 8 seconds
/
(4) 200 shield, 10 seconds
/
(6) 250 shield, 12 seconds
Mages cast twice and have modified Spell Power.
(3) 80% of their total Spell Power
/
(5) 105% of their total Spell Power
/
(7) 130% of their total Spell Power
All allies gain Magic Resistance.
(2) 40 Magic Resistance
/
(4) 120 Magic Resistance
/
(6) 300 Magic Resistance
Sharpshooters' attacks and spells ricochet to nearby enemies, dealing reduced damage.
(2) 2 ricochets with 65% reduced damage
/
(4) 3 ricochets with 45% reduced damage
/
(6) 4 ricochets with 30% reduced damage
Slayers gain Lifesteal that increases at lower Health, and deal bonus damage that increases based off their target's missing Health.
(3) 15 to 30% Lifesteal and 20 to 45% Bonus Damage
/
(6) 30 to 60% Lifesteal and 35 to 80% Bonus Damage
All allies heal for some of the damage they deal with spells and attacks.
(2) 10% for Allies, 40% for Syphoners
/
(4) 25% for Allies, 100% for Syphoners
Vanguard champions gain bonus Armor and Magic Resist
(2) 100 Armor and 10 Magic Resist
/
(4) 250 Armor and 25 Magic Resist
/
(6) 500 Armor and 50 Magic Resist
/
(8) 1000 Armor and 80 Magic Resist