Check the latest information for Set 4: Fates!

  • Champions
  • Traits
  • Items
origin-iconAdept
2/3/4
origin-iconAssassin
2/4/6
origin-iconBrawler
2/4/6/8
origin-iconDazzler
2/4
origin-iconDuelist
2/4/6/8
origin-iconEmperor
1
origin-iconHunter
2/3/4/5
origin-iconKeeper
2/4/6
origin-iconMage
3/6/9
origin-iconMystic
2/4/6
origin-iconShade
2/3/4
origin-iconSharpshooter
2/4/6
origin-iconVanguard
2/4/6/8
origin-iconCultist
3/6/9
$2
$3
$1
$1
$5
$3
$4
$4
origin-iconDivine
2/4/6/8
$3
$4
$3
$2
$5
$4
$1
origin-iconDusk
2/4/6
$4
$5
$4
$1
$2
origin-iconElderwood
3/6/9
$1
$3
$5
$4
$2
$3
$2
origin-iconEnlightened
2/4/6
$3
$4
$4
$1
$1
$2
origin-iconExile
1/2
$5
$1
origin-iconFortune
3/6
$3
$1
$2
$3
$4
origin-iconMoonlight
3/5
$1
$2
$1
$2
origin-iconNinja
1/4
$4
$3
$3
$4
$2
origin-iconSpirit
2/4
$3
$4
$3
$2
origin-iconThe Boss
1
$5
origin-iconTormented
1
$5
origin-iconWarlord
3/6/9
$3
$2
$3
$5
$2
$5
$1
$1
Origins
Cultist
Cultist
$1

Elise

$1

TwistedFate

$2

Pyke

$3

Evelynn

$3

Kalista

$4

Aatrox

$4

Jhin

$5

Zilean

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

Upon attacking 6 times or dropping below 50% Health, Divine champions remove all crowd control and ascend, taking 45% reduced damage and dealing 45% bonus true damage for the duration.

(2) 3 seconds

(4) 6 seconds

(6) 9 seconds

(8) 15 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) 20 Armor and MR, 5 AD and SP

(6) 30 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 +140 AD & +140% 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

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) +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

Brawlers gain bonus Health.

(2) 400 Health

(4) 800 Health

(6) 1200 Health

(8) 1800 Health

Dazzlers' spells reduce the Attack Damage of enemies hit for 8 seconds.

(2) 40% Attack Damage Reduction

(4) 80% Attack Damage Reduction

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) 125% damage every 3.5 seconds

(3) 150% damage every 3 seconds

(4) 175% damage every 2.5 seconds

(5) 200% damage every 2 seconds

At the start of combat, Keepers grant themselves and all nearby allies a shield for a duration. This shield is 50% stronger on Keepers.

(2) 150 shield, 8 seconds

(4) 225 shield, 10 seconds

(6) 350 shield, 12 seconds

Mages cast twice and have modified Spell Power.

(3) 80% of their total Spell Power

(6) 120% 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 55% reduced damage

(4) 2 ricochets with 50% reduced damage

(6) 3 ricochets with 45% reduced damage

Vanguard champions gain bonus Armor.

(2) 120 Armor

(4) 300 Armor

(6) 750 Armor

(8) 2000 Armor

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