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.
(3) Tyrant Galio
(6) Demon Lord Galio
(9) Supreme Overlord Galio
Divine
Divine
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, taking 40% reduced damage and dealing 40% bonus true damage for the duration.
(2) 4 seconds
(4) 7 seconds
(6) 10 seconds
(8) 14 seconds
Dusk
Dusk
Dusk champions increase all allies' Spell Power.
(2) All allies gain 20% Spell Power
(4) And Dusk Champions gain an additional 50%
(6) 40% Spell Power for all, and an extra 70% for Dusk Champions
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) 25 Armor and MR, 10 AD and SP
(9) 40 Armor and MR, 20 AD and SP
Enlightened
Enlightened
Enlightened champions generate more Mana.
(2) 40% increase
(4) 70% increase
(6) 100% 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
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!
Moonlight
Moonlight
At the start of combat, a number of Moonlight Champions star up once until combat ends. (Prioritizes the lowest star-level champions. If tied, champions with the most items are chosen.)
(3) 1 Champion
(5) 2 Champions
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 & +50% SP
(4) All Ninjas gain +150 AD & +150% SP
Spirit
Spirit
The first time a Spirit casts their spell, all allies gain Attack Speed based on the spell's mana cost.
(2) 35% of mana cost
(4) 70% of mana cost
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 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.
Tormented
Tormented
(1) Tormented can be transformed after participating in 3 combats, enhancing their abilities.
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) 200 HP & 20 SP
(6) 450 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) +30% Critical Strike Damage & +10% Critical Strike Chance
(4) +60% Critical Strike Damage & +25% Critical Strike Chance
(6) +90% Critical Strike Damage & +40% Critical Strike Chance
Brawler
Brawler
Brawlers gain bonus Health.
(2) 400 Health
(4) 800 Health
(6) 1200 Health
(8) 1800 Health
Dazzler
Dazzler
Dazzlers' spells reduce the Attack Damage of enemies hit by 50% for a few seconds.
(2) 5 seconds
(4) 15 seconds
Duelist
Duelist
Innate: Duelists gain bonus Movement Speed. Duelists' attacks grant Attack Speed, up to 8 stacks.
(2) +12% AS per Stack
(4) +20% AS per Stack
(6) +35% 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.
Hunter
Hunter
Every few seconds, all Hunters will attack the lowest percent Health enemy, dealing bonus damage.
(2) 150% damage every 3.5 seconds
(3) 175% damage every 3 seconds
(4) 200% damage every 2.5 seconds
(5) 225% damage every 2 seconds
Keeper
Keeper
At the start of combat, Keepers grant themselves and all nearby allies a shield for 8 seconds. This shield is 50% stronger on Keepers.
(2) 175-strength shield
(4) 250-strength shield
(6) 400-strength shield
Mage
Mage
Mages cast twice and have modified Spell Power.
(3) 80% of their total Spell Power
(6) 110% of their total Spell Power
(9) 180% of their total Spell Power
Mystic
Mystic
All allies gain Magic Resistance.
(2) 40 Magic Resistance
(4) 100 Magic Resistance
(6) 200 Magic Resistance
Shade
Shade
Innate: When combat starts, Shades teleport to the enemy backline. After every 3 attacks Shades dip into the shadows, stealthing and causing their next basic attack to deal bonus magic damage.
(2) 125 bonus damage
(3) 400 bonus damage
(4) 750 bonus damage
Sharpshooter
Sharpshooter
Sharpshooters attacks and spells ricochet to nearby enemies dealing reduced damage.
(2) 1 ricochet with 65% reduced damage
(4) 2 ricochets with 50% reduced damage
(6) 3 ricochets with 35% reduced damage
Vanguard
Vanguard
Vanguard champions gain bonus Armor.
(2) 100 Armor
(4) 250 Armor
(6) 600 Armor
(8) 1500 Armor
Herkunft
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
Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, taking 40% reduced damage and dealing 40% bonus true damage for the duration.
(2) 4 seconds
/
(4) 7 seconds
/
(6) 10 seconds
/
(8) 14 seconds
Dusk champions increase all allies' Spell Power.
(2) All allies gain 20% Spell Power
/
(4) And Dusk Champions gain an additional 50%
/
(6) 40% Spell Power for all, and an extra 70% for Dusk Champions
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) 25 Armor and MR, 10 AD and SP
/
(9) 40 Armor and MR, 20 AD and SP
Enlightened champions generate more Mana.
(2) 40% increase
/
(4) 70% increase
/
(6) 100% 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) 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!
At the start of combat, a number of Moonlight Champions star up once until combat ends. (Prioritizes the lowest star-level champions. If tied, champions with the most items are chosen.)
(3) 1 Champion
/
(5) 2 Champions
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 & +50% SP
/
(4) All Ninjas gain +150 AD & +150% SP
The first time a Spirit casts their spell, all allies gain Attack Speed based on the spell's mana cost.
(2) 35% of mana cost
/
(4) 70% of mana cost
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 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.
Tormented Tormented
(1) Tormented can be transformed after participating in 3 combats, enhancing their abilities.
Warlords have bonus Health and Spell Power. Each victorious combat they participate in increases the bonus by 10%, stacking up to 5 times.
(3) 200 HP & 20 SP
/
(6) 450 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) +30% Critical Strike Damage & +10% Critical Strike Chance
/
(4) +60% Critical Strike Damage & +25% Critical Strike Chance
/
(6) +90% Critical Strike Damage & +40% Critical Strike Chance
Dazzlers' spells reduce the Attack Damage of enemies hit by 50% for a few seconds.
(2) 5 seconds
/
(4) 15 seconds
Innate: Duelists gain bonus Movement Speed. Duelists' attacks grant Attack Speed, up to 8 stacks.
(2) +12% AS per Stack
/
(4) +20% AS per Stack
/
(6) +35% 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.
Every few seconds, all Hunters will attack the lowest percent Health enemy, dealing bonus damage.
(2) 150% damage every 3.5 seconds
/
(3) 175% damage every 3 seconds
/
(4) 200% damage every 2.5 seconds
/
(5) 225% damage every 2 seconds
At the start of combat, Keepers grant themselves and all nearby allies a shield for 8 seconds. This shield is 50% stronger on Keepers.
(2) 175-strength shield
/
(4) 250-strength shield
/
(6) 400-strength shield
Mages cast twice and have modified Spell Power.
(3) 80% of their total Spell Power
/
(6) 110% of their total Spell Power
/
(9) 180% of their total Spell Power
All allies gain Magic Resistance.
(2) 40 Magic Resistance
/
(4) 100 Magic Resistance
/
(6) 200 Magic Resistance
Innate: When combat starts, Shades teleport to the enemy backline. After every 3 attacks Shades dip into the shadows, stealthing and causing their next basic attack to deal bonus magic damage.
(2) 125 bonus damage
/
(3) 400 bonus damage
/
(4) 750 bonus damage
Sharpshooters attacks and spells ricochet to nearby enemies dealing reduced damage.
(2) 1 ricochet with 65% reduced damage
/
(4) 2 ricochets with 50% reduced damage
/
(6) 3 ricochets with 35% reduced damage
Vanguard champions gain bonus Armor.
(2) 100 Armor
/
(4) 250 Armor
/
(6) 600 Armor
/
(8) 1500 Armor