Check the latest information for Set 5.0: Reckoning

  • Champions
  • Traits
  • Items
origin-iconAssassin
2/4/6
origin-iconBrawler
2/4
origin-iconCaretaker
1
origin-iconCavalier
2/3/4
origin-iconCruel
1
origin-iconGod-King
1
origin-iconInvoker
2/4
origin-iconKnight
2/4/6
origin-iconLegionnaire
2/4/6/8
origin-iconMystic
2/3/4
origin-iconRanger
2/4
origin-iconRenewer
2/4/6
origin-iconSkirmisher
3/6/9
origin-iconSpellweaver
2/4/6
origin-iconAbomination
3/4/5
$3
$1
$4
$2
origin-iconCoven
3
$2
$3
$1
origin-iconDawnbringer
2/4/6/8
$1
$1
$5
$4
$5
$3
$2
$3
origin-iconDraconic
3/5
$2
$5
$3
$5
$1
$3
origin-iconDragonslayer
2/4/6
$4
$4
$2
$3
origin-iconEternal
1
$5
$5
origin-iconForgotten
3/6/9
$3
$5
$1
$2
$2
$4
$4
$1
$5
$2
origin-iconHellion
3/5/7
$1
$5
$5
$1
$3
$2
$1
origin-iconIronclad
2/3/4
$4
$2
$4
origin-iconNightbringer
2/4/6/8
$4
$2
$5
$5
$3
$3
$4
$1
$3
origin-iconRedeemed
3/6/9
$4
$2
$1
$1
$5
$3
$2
$4
origin-iconRevenant
2/3/4
$3
$5
$4
$4
origin-iconVerdant
2/3
$4
$5
$3
Origins
Abomination
Abomination
$1

Kalista

$2

Brand

$3

Nunu

$4

Ryze

When 3 allied champions have died, the Monstrosity will rise from its grave. The Monstrosity receives bonus Health and Attack Damage based on allied Abomination champions' star levels.

The 3 Abomination champions nearest the grave will also grant the Monstrosity a random copy of one of their items when combat starts.

(3) 1000 Health, 100 Attack Damage

(4) 1600 Health, 140 Attack Damage

(5) 2200 Health, 180 Attack Damage

(3) At the start of combat, the champion nearest to the center of your Coven champions is chosen as the Coven Leader, gaining 60% bonus Ability Power.

Each time a Coven champion casts, 15% of the cost is bestowed upon the Coven Leader as Mana.

$1

Gragas

$1

Khazix

$2

Soraka

$3

Nidalee

$3

Riven

$4

Karma

$5

Garen

Dawnbringers rapidly heal some of their maximum Health the first time they drop below 50%. When this occurs, all allied Dawnbringers gain 12% bonus damage.

(2) 30% of Maximum Health

(4) 60% of Maximum Health

(6) 90% of Maximum Health

(8) 130% of Maximum Health

In Hyper Roll, dragon eggs hatch a lot faster!

(3) At the end of each player combat, gain a dragon egg on your bench. The bigger the egg, the longer it takes to hatch, and the rarer the reward.

(5) Dragon eggs are golden! Golden eggs hatch into even rarer loot.

Dragonslayers gain bonus Ability Power.

After the first Dragonslayer ally scores a takedown on an enemy with at least 1400 maximum Health, all allies gain additional Ability Power for the rest of the round.

(2) 30% Ability Power for Dragonslayers, 20% for team

(4) 70% Ability Power for Dragonslayers, 60% for team

(6) 140% Ability Power for Dragonslayers, 100% for team

Eternal
Eternal

(1) Wolf separates from Lamb, and can be placed anywhere on the battlefield. Wolf does not count toward your team size, and receives all of Lamb's stat bonuses.

Forgotten champions have bonus Attack Damage and Ability Power. Each Shadow item held by a Forgotten champion increases these bonuses by 15% on all Forgotten champions, stacking up to 4 times.

(3) 25 Attack Damage and Ability Power

(6) 60 Attack Damage and Ability Power

(9) 120 Attack Damage and Ability Power

Hellions gain Attack Speed.

Whenever a Hellion dies, a Doppelhellion (a one less star copy) will leap from the Hellion portal and join the fight!

(3) 10% Attack Speed

(5) 55% Attack Speed

(7) 130% Attack Speed

All allies gain Armor.

(2) 35 Armor

(3) 85 Armor

(4) 170 Armor

Nightbringers gain a shield for 8 seconds equal to a percent of their maximum Health the first time they drop below 50%. When this occurs, that Nightbringer gains bonus damage.

(2) 30% shield, 20% damage

(4) 60% shield, 30% damage

(6) 90% shield, 40% damage

(8) 140% shield, 50% damage

Redeemed champions have increased Armor, Magic Resist, and Ability Power. When they die, their bonus is split among remaining Redeemed allies.

(3) 30 Armor & Magic Resist, 30% Ability Power

(6) 55 Armor & Magic Resist, 55% Ability Power

(9) 95 Armor & Magic Resist, 95% Ability Power

Revenants revive after their first death each combat. Once revived, they take and deal 30% increased damage.

(2) Revive with 10% Health

(3) Revive with 40% Health

(4) Revive with 75% Health

Champions that start combat adjacent to at least one Verdant ally are immune to crowd control for a duration.

(2) 5 seconds

(3) 8 seconds

Classes

Innate: When combat starts, Assassins leap to the enemy backline.

Assassin's Abilities can critically strike and they gain bonus Critical Strike Chance and bonus Critical Strike Damage.

(2) +10% Crit Chance and +25% Crit Damage

(4) +30% Crit Chance and +55% Crit Damage

(6) +50% Crit Chance and +90% Crit Damage

Brawlers gain additional maximum Health.

(2) +400 Health

(4) +1000 Health

(1) Caretakers deploy with a Baby Dragon that can be placed anywhere on the battlefield. The Baby Dragon gains 100% of its Caretaker's Attack Speed, and restores 80 Mana to the Caretaker upon death.

Innate: Cavaliers charge quickly towards their target whenever they move.

Cavaliers take reduced damage. At the start of combat and after each charge, this effect is doubled for 4 seconds.

(2) 20% Damage Reduction

(3) 25% Damage Reduction

(4) 30% Damage Reduction

Cruel
Cruel

(1) A Cruel champion hungers to be alone against exactly 1 enemy left standing.

Cruel champions are purchased with Little Legend Health instead of gold. They can be sold for gold, but not Health. You're welcome.

(1) God-Kings deal 20% bonus damage to enemies who have at least one of their Rival Traits. This effect is only active when you have exactly 1 unique God-King.

Garen's Rivals: Forgotten, Nightbringer, Coven, Hellion, Dragonslayer, Abomination, Revenant

Darius' Rivals: Redeemed, Dawnbringer, Verdant, Draconic, Ironclad

All allies gain extra Mana from their attacks.

(2) +3 Mana

(4) +6 Mana

All allies block a flat amount of damage from all sources.

(2) 20 damage blocked

(4) 40 damage blocked

(6) 70 damage blocked

Legionnaires gain bonus Attack Speed, and their first attack after casting an Ability heals them for 50% of the damage dealt.

(2) 25% Attack Speed

(4) 65% Attack Speed

(6) 120% Attack Speed

(8) 200% Attack Speed

All allies gain Magic Resist.

(2) 40 Magic Resist

(3) 100 Magic Resist

(4) 200 Magic Resist

Rangers gain bonus Attack Speed every 4 seconds, and lose it every 4 seconds, This effect begins 4 seconds after combat starts.

(2) +75% Attack Speed

(4) +180% Attack Speed

Renewers heal for a percent of their maximum Health each second. If they're full Health, they restore Mana instead.

(2) 3% Health or 3% Mana

(4) 6% Health or 6% Mana

(6) 9% Health or 9% Mana

Skirmishers gain a shield at the start of combat, and bonus Attack Damage each second.

(3) 25% max Health shield and +3 Attack Damage

(6) 40% max Health shield and +6 Attack Damage

(9) 75% max Health shield and +12 Attack Damage

Spellweavers have bonus Ability Power, which increases whenever any champion uses an ability (up to 10 times).

(2) 25% Ability Power, 2% bonus Ability Power

(4) 55% Ability Power, 5% bonus Ability Power

(6) 85% Ability Power, 8% bonus Ability Power

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