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Herkunft
Chemtech
Chemtech
After dropping below 75% Health, Chemtech champions become chem-powered, gaining Attack Speed, 15% damage reduction, and regenerating a percentage of their maximum Health each second for 8 seconds.
(3) 15% Attack Speed, 4% Health Regeneration
(5) 40% Attack Speed, 8% Health Regeneration
(7) 90% Attack Speed, 15% Health Regeneration
(9) 200% Attack Speed, 25% Health Regeneration
Clockwork
Clockwork
Your team has increased Attack Speed, with an additional increase per augment in the Hexcore.
(2) 10% Attack Speed + 5% per augment
(4) 35% Attack Speed + 10% per augment
(6) 70% Attack Speed + 15% per augment
Debonair
Debonair
Debonair champions gain bonus Health and Ability Power, and you have a higher chance to see Debonair VIPs in your Shop.

If there is a Debonair VIP in play, they activate their unique bonus. Sell the old VIP for a chance to see a new one in your Shop.
(3) 200 Health, 20 Ability Power
(5) 450 Health, 45 Ability Power
(7) 800 Health, 80 Ability Power
Enforcer
Enforcer
(3) At the start of combat, Enforcers stun enemies who has the most Health. The target breaks free after 4 seconds, or after losing 40% or their maximum Health. Enforcers will not try to stun enemies who are immune to crowd control effects.
(5) Enforcers gain 80% Attack Speed
Glutton
Glutton
(1) An ally from the bench can be fed to Tahm Kench once per planning phase, permanently granting him either Ability Power, Health, Armor, or Magic Resist.

To feed, hold an ally from the bench over Tahm Kench until his mouth opens, then release.
Hextech
Hextech
At the start of combat and every 6 seconds afterwards, the Hexcore sends out a pulse that charges up allied Hextech champions with a shield for 4 seconds (does not stack). While the shield is active, attacks deal bonus magic damage on hit. Additionally, the shield and bonus magic damage are 20% stronger for each augment in the Hexcore.
(2) 100 shield, 15 magic damage
(4) 150 shield, 30 magic damage
(6) 275 shield, 55 magic damage
(8) 375 shield, 90 magic damage
Mastermind
Mastermind
(1) At the start of combat, the Mastermind grants the 2 allies directly in front of him 30 Mana (this effect does not stack).
Mercenary
Mercenary
Gain a treasure chest that opens when you win combat against a player. At the start of each planning phase vs a player, dice rolls add loot to the chest. The longer you've gone without opening the chest, the luckier the dice.
(3) Roll 2 dice
(5) The dice are even luckier!
(7) Upon winning, roll a 3rd die that grants bonus loot.
Mutant
Mutant
Mutants gain unique bonuses. These are different each game.

Voidborne:
(3) Mutants execute targets they damage who are below 20% Health.
(5) And Mutants deal 40% of their damage as true damage.
(7) And Mutants deal 80% of their damage as true damage.
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Bio-Leeching: Your team gains Omnivamp (healing for a percentage of all damage dealt).
(3) 30% Omnivamp
(5) 65% Omnivamp
(7) 100% Omnivamp
-----------------------------------------
Voracious Appetite: Mutants grow stronger each time an ally dies.
(3) +18 Attack Damage and Ability Power
(5) +25 Attack Damage and Ability Power
(7) +35 Attack Damage and Ability Power
-----------------------------------------
Synaptic Web: The Abilities of Mutants cost less to cast. (Minimum 10 Mana)
(3) 20 Mana less
(5) 40 Mana less
(7) 40 Mana less, and gain 50 bonus Ability Power
-----------------------------------------
Adrenaline Rush: Mutants' attacks have a chance to trigger 2 additional attacks against their target.
(3) 40% chance
(5) 75% chance
(7) 100% chance, and gain 40 bonus Attack Damage
-----------------------------------------
Cybernetic Enhancement: Mutants with at least 1 item gain bonus stats.
(3) 450 Health and 30 Attack Damage
(5) 800 Health and 60 Attack Damage
(7) 1250 Health and 90 Attack Damage
-----------------------------------------
Metamorphosis: Mutants grow every 2 seconds, gaining bonuses that stack up to 5 times.
(3) +18 Armor and Magic Resist, +2 Attack Damage and Ability Power
(5) +25 Armor and Magic Resist, +4 Attack Damage and Ability Power
(7) +35 Armor and Magic Resist, +7 Attack Damage and Ability Power
(3) ??? (Randomly selected per game)
(5) ??? (Randomly selected per game)
(7) ??? (Randomly selected per game)
Rival
Rival
(1) This trait is only active when you have exactly 1 unique Rival unit, as Rivals refuse to work together.

Vi's mana cost is reduced by 20.

Jinx gains 40% Attack Speed for 3 seconds after scoring a takedown.
Scrap
Scrap
At the start of combat, components held by Scrap champions turn into full items for the rest of combat. Also, your team gains a shield for each component equipped by your team, including those that are part of a full item.
(2) 1 component, 20 shield
(4) 3 components, 30 shield
(6) All components, 50 shield
Socialite
Socialite
Socialites reveal a spotlight on the battlefield. The unit standing in the spotlight at the start of combat gains unique bonuses.
(1) 18% bonus damage
(2) and 4 Mana per second
(3) and heal for 33% of all damage they deal
(5) all of the bonuses are doubled
Syndicate
Syndicate
Certain allies are cloaked in shadows, gaining 50 Armor, 50 Magic Resist and 20% Omnivamp (healing for a percentage of all damage dealt.)
(3) The Syndicate champion with the lowest percent Health
(5) All Syndicate champions
(7) Your whole team, and the effects are increased by 50%
Yordle
Yordle
(3) After each player combat, a random Yordle is added to your bench for free.
(6) And Yordle's Abilities cost 33% less to cast.
Yordle-Lord
Yordle-Lord
(1) Benefits from the Yordle trait.

Veigar is summoned from a Yordle Portal when every Yordle is 3-star.
Logo
Klassen
Arcanist
Arcanist
Arcanists increase the Ability Power of your team.
(2) Your team gains 20 Ability Power
(4) Your team gains 20 Ability Power, Arcanists gain an additional 30
(6) Your team gains 50 Ability Power, Arcanists gain an additional 40
(8) Your team gains 135 Ability Power.
Assassin
Assassin
Innate: When combat starts, Assassins leap to the enemy backline.

Assassins' Abilities can critically strike and they gain bonus Critical Strike Chance and bonus Critical Strike Damage.
(2) +10% Crit Chance and +20% Crit Damage
(4) +30% Crit Chance and +40% Crit Damage
(6) +60% Crit Chance and +75% Crit Damage
Bodyguard
Bodyguard
Bodyguards have increased Armor. Shortly after combat begins, Bodyguards gain a shield and taunt adjacent enemies, forcing them to attack the Bodyguard.
(2) 80 Armor, 200 shield
(4) 160 Armor, 400 shield
(6) 250 Armor, 800 shield
(8) 450 Armor, 2000 shield
Bruiser
Bruiser
Your team gains bonus maximum Health. Bruisers gain double the bonus.
(2) 125 Health
(4) 225 Health
(6) 450 Health
(8) 800 Health
Challenger
Challenger
Challengers get bonus Attack Speed. Upon scoring a takedown, Challengers dash to a new target and double this bonus for 2.5 seconds.
(2) 25% Attack Speed
(4) 50% Attack Speed
(6) 85% Attack Speed
(8) 160% Attack Speed
Colossus
Colossus
Innate: Colossi are bigger and more powerful. They gain 800 bonus Health and immunity to crowd control effects. However, each Colossus requires 2 team slots.
(2) Colossus champions take 25% less damage.
(3) Colossus champions get 1600 additional Health
Enchanter
Enchanter
Your team has bonus Magic Resist. Enchanters gain bonus healing and shielding.
(2) 25 Magic Resist; 25% healing and shielding
(3) 50 Magic Resist; 50% healing and shielding
(4) 80 Magic Resist; 80% healing and shielding
(5) 125 Magic Resist; 125% healing and shielding
Innovator
Innovator
Innovators build a mechanical companion to join the battle. The companion receives bonus Health and Attack Damage based on allied Innovators' star levels.
(3) Mechanical Scarab
(5) Mechanical Bear
(7) Mechanical Dragon
Scholar
Scholar
Your team gains Mana every 2 seconds.
(2) 5 Mana
(4) 15 Mana
(6) 25 Mana
Sniper
Sniper
Innate: Snipers gain 1 hex Attack Range.

Snipers deal bonus damage for each hex between themselves and their target.
(2) 8% bonus damage
(4) 16% bonus damage
(6) 30% bonus damage
Striker
Striker
Strikers gain bonus Attack Damage.
(2) +30 Attack Damage
(4) +70 Attack Damage
(6) +120 Attack Damage
Transformer
Transformer
(1) Jayce adopts melee form when placed in the front 2 rows, and ranged form in the back 2 rows.
Twinshot
Twinshot
Twinshots gain bonus Attack Damage and have a chance to fire twice whenever they attack or cast an Ability.
(2) 10 Attack Damage, 40% chance
(3) 25 Attack Damage, 55% chance
(4) 40 Attack Damage, 70% chance
(5) 70 Attack Damage, 100% chance
Herkunft
After dropping below 75% Health, Chemtech champions become chem-powered, gaining Attack Speed, 15% damage reduction, and regenerating a percentage of their maximum Health each second for 8 seconds.
(3) 15% Attack Speed, 4% Health Regeneration
/
(5) 40% Attack Speed, 8% Health Regeneration
/
(7) 90% Attack Speed, 15% Health Regeneration
/
(9) 200% Attack Speed, 25% Health Regeneration
Your team has increased Attack Speed, with an additional increase per augment in the Hexcore.
(2) 10% Attack Speed + 5% per augment
/
(4) 35% Attack Speed + 10% per augment
/
(6) 70% Attack Speed + 15% per augment
Debonair champions gain bonus Health and Ability Power, and you have a higher chance to see Debonair VIPs in your Shop.

If there is a Debonair VIP in play, they activate their unique bonus. Sell the old VIP for a chance to see a new one in your Shop.
(3) 200 Health, 20 Ability Power
/
(5) 450 Health, 45 Ability Power
/
(7) 800 Health, 80 Ability Power
(3) At the start of combat, Enforcers stun enemies who has the most Health. The target breaks free after 4 seconds, or after losing 40% or their maximum Health. Enforcers will not try to stun enemies who are immune to crowd control effects.
/
(5) Enforcers gain 80% Attack Speed
(1) An ally from the bench can be fed to Tahm Kench once per planning phase, permanently granting him either Ability Power, Health, Armor, or Magic Resist.

To feed, hold an ally from the bench over Tahm Kench until his mouth opens, then release.
At the start of combat and every 6 seconds afterwards, the Hexcore sends out a pulse that charges up allied Hextech champions with a shield for 4 seconds (does not stack). While the shield is active, attacks deal bonus magic damage on hit. Additionally, the shield and bonus magic damage are 20% stronger for each augment in the Hexcore.
(2) 100 shield, 15 magic damage
/
(4) 150 shield, 30 magic damage
/
(6) 275 shield, 55 magic damage
/
(8) 375 shield, 90 magic damage
Mastermind Mastermind
(1) At the start of combat, the Mastermind grants the 2 allies directly in front of him 30 Mana (this effect does not stack).
Gain a treasure chest that opens when you win combat against a player. At the start of each planning phase vs a player, dice rolls add loot to the chest. The longer you've gone without opening the chest, the luckier the dice.
(3) Roll 2 dice
/
(5) The dice are even luckier!
/
(7) Upon winning, roll a 3rd die that grants bonus loot.
Mutants gain unique bonuses. These are different each game.

Voidborne:
(3) Mutants execute targets they damage who are below 20% Health.
(5) And Mutants deal 40% of their damage as true damage.
(7) And Mutants deal 80% of their damage as true damage.
-----------------------------------------
Bio-Leeching: Your team gains Omnivamp (healing for a percentage of all damage dealt).
(3) 30% Omnivamp
(5) 65% Omnivamp
(7) 100% Omnivamp
-----------------------------------------
Voracious Appetite: Mutants grow stronger each time an ally dies.
(3) +18 Attack Damage and Ability Power
(5) +25 Attack Damage and Ability Power
(7) +35 Attack Damage and Ability Power
-----------------------------------------
Synaptic Web: The Abilities of Mutants cost less to cast. (Minimum 10 Mana)
(3) 20 Mana less
(5) 40 Mana less
(7) 40 Mana less, and gain 50 bonus Ability Power
-----------------------------------------
Adrenaline Rush: Mutants' attacks have a chance to trigger 2 additional attacks against their target.
(3) 40% chance
(5) 75% chance
(7) 100% chance, and gain 40 bonus Attack Damage
-----------------------------------------
Cybernetic Enhancement: Mutants with at least 1 item gain bonus stats.
(3) 450 Health and 30 Attack Damage
(5) 800 Health and 60 Attack Damage
(7) 1250 Health and 90 Attack Damage
-----------------------------------------
Metamorphosis: Mutants grow every 2 seconds, gaining bonuses that stack up to 5 times.
(3) +18 Armor and Magic Resist, +2 Attack Damage and Ability Power
(5) +25 Armor and Magic Resist, +4 Attack Damage and Ability Power
(7) +35 Armor and Magic Resist, +7 Attack Damage and Ability Power
(3) ??? (Randomly selected per game)
/
(5) ??? (Randomly selected per game)
/
(7) ??? (Randomly selected per game)
(1) This trait is only active when you have exactly 1 unique Rival unit, as Rivals refuse to work together.

Vi's mana cost is reduced by 20.

Jinx gains 40% Attack Speed for 3 seconds after scoring a takedown.
At the start of combat, components held by Scrap champions turn into full items for the rest of combat. Also, your team gains a shield for each component equipped by your team, including those that are part of a full item.
(2) 1 component, 20 shield
/
(4) 3 components, 30 shield
/
(6) All components, 50 shield
Socialites reveal a spotlight on the battlefield. The unit standing in the spotlight at the start of combat gains unique bonuses.
(1) 18% bonus damage
/
(2) and 4 Mana per second
/
(3) and heal for 33% of all damage they deal
/
(5) all of the bonuses are doubled
Certain allies are cloaked in shadows, gaining 50 Armor, 50 Magic Resist and 20% Omnivamp (healing for a percentage of all damage dealt.)
(3) The Syndicate champion with the lowest percent Health
/
(5) All Syndicate champions
/
(7) Your whole team, and the effects are increased by 50%
(3) After each player combat, a random Yordle is added to your bench for free.
/
(6) And Yordle's Abilities cost 33% less to cast.
Yordle-Lord Yordle-Lord
(1) Benefits from the Yordle trait.

Veigar is summoned from a Yordle Portal when every Yordle is 3-star.
Klassen
Arcanists increase the Ability Power of your team.
(2) Your team gains 20 Ability Power
/
(4) Your team gains 20 Ability Power, Arcanists gain an additional 30
/
(6) Your team gains 50 Ability Power, Arcanists gain an additional 40
/
(8) Your team gains 135 Ability Power.
Innate: When combat starts, Assassins leap to the enemy backline.

Assassins' Abilities can critically strike and they gain bonus Critical Strike Chance and bonus Critical Strike Damage.
(2) +10% Crit Chance and +20% Crit Damage
/
(4) +30% Crit Chance and +40% Crit Damage
/
(6) +60% Crit Chance and +75% Crit Damage
Bodyguards have increased Armor. Shortly after combat begins, Bodyguards gain a shield and taunt adjacent enemies, forcing them to attack the Bodyguard.
(2) 80 Armor, 200 shield
/
(4) 160 Armor, 400 shield
/
(6) 250 Armor, 800 shield
/
(8) 450 Armor, 2000 shield
Your team gains bonus maximum Health. Bruisers gain double the bonus.
(2) 125 Health
/
(4) 225 Health
/
(6) 450 Health
/
(8) 800 Health
Challengers get bonus Attack Speed. Upon scoring a takedown, Challengers dash to a new target and double this bonus for 2.5 seconds.
(2) 25% Attack Speed
/
(4) 50% Attack Speed
/
(6) 85% Attack Speed
/
(8) 160% Attack Speed
Innate: Colossi are bigger and more powerful. They gain 800 bonus Health and immunity to crowd control effects. However, each Colossus requires 2 team slots.
(2) Colossus champions take 25% less damage.
/
(3) Colossus champions get 1600 additional Health
Your team has bonus Magic Resist. Enchanters gain bonus healing and shielding.
(2) 25 Magic Resist; 25% healing and shielding
/
(3) 50 Magic Resist; 50% healing and shielding
/
(4) 80 Magic Resist; 80% healing and shielding
/
(5) 125 Magic Resist; 125% healing and shielding
Innovators build a mechanical companion to join the battle. The companion receives bonus Health and Attack Damage based on allied Innovators' star levels.
(3) Mechanical Scarab
/
(5) Mechanical Bear
/
(7) Mechanical Dragon
Innate: Snipers gain 1 hex Attack Range.

Snipers deal bonus damage for each hex between themselves and their target.
(2) 8% bonus damage
/
(4) 16% bonus damage
/
(6) 30% bonus damage
Strikers gain bonus Attack Damage.
(2) +30 Attack Damage
/
(4) +70 Attack Damage
/
(6) +120 Attack Damage
Transformer Transformer
(1) Jayce adopts melee form when placed in the front 2 rows, and ranged form in the back 2 rows.
Twinshots gain bonus Attack Damage and have a chance to fire twice whenever they attack or cast an Ability.
(2) 10 Attack Damage, 40% chance
/
(3) 25 Attack Damage, 55% chance
/
(4) 40 Attack Damage, 70% chance
/
(5) 70 Attack Damage, 100% chance