Check the latest information for Set 4.5: Festival of Beasts

  • Champions
  • Traits
  • Items
origin-iconAdept
2/3/4
origin-iconAssassin
2/4/6
origin-iconBlacksmith
1
origin-iconBrawler
2/4/6/8
origin-iconDuelist
2/4/6/8
origin-iconEmperor
1
origin-iconExecutioner
2/3/4
origin-iconKeeper
2/4/6
origin-iconMage
3/5/7
origin-iconMystic
2/4/6
origin-iconSharpshooter
2/4/6
origin-iconSlayer
3/6
origin-iconSyphoner
2/4
origin-iconVanguard
2/4/6/8
origin-iconCultist
3/6/9
$2
$3
$1
$1
$5
$3
$2
$2
$4
origin-iconDaredevil
1
$5
$5
origin-iconDivine
2/4/6/8
$3
$2
$5
$4
$1
$1
origin-iconDragonsoul
3/6/9
$3
$1
$4
$1
$4
$5
$2
origin-iconElderwood
3/6/9
$5
$1
$3
$4
$2
$4
$2
$3
$5
origin-iconEnlightened
2/4/6
$3
$4
$1
$2
$4
origin-iconExile
1/2
$5
$1
origin-iconFabled
3
$4
$3
$2
origin-iconFortune
3/6
$3
$1
$2
$3
$4
origin-iconNinja
1/4
$4
$3
$3
$4
$2
origin-iconSpirit
2/4
$1
$3
$3
$2
origin-iconThe Boss
1
$5
origin-iconWarlord
3/6/9
$3
$2
$4
$5
$2
$5
$1
$4
$1
Origins
Cultist
Cultist
$1

Elise

$1

TwistedFate

$2

Pyke

$2

Vladimir

$3

Kalista

$3

Sivir

$4

Aatrox

$5

Zilean

Once your team loses 50% of their health, Galio is summoned, slamming into the largest cluster of enemies and knocking them up.Once your team loses 50% of their Health, Galio is summoned, slamming into the largest cluster of enemies and knocking them up.

(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

Classes

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

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