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origin-iconAssassin
2/4/6
origin-iconBard
1
origin-iconBruiser
2/4/6/8
origin-iconCannoneer
2/3/4/5
origin-iconCavalier
2/3/4/5
origin-iconDragon
1
origin-iconDragonmancer
3/6/9
origin-iconEvoker
2/4/6
origin-iconGuardian
2/4/6
origin-iconLegend
3
origin-iconMage
3/5/7/9
origin-iconMystic
2/3/4/5
origin-iconShapeshifter
2/4/6
origin-iconSpell Thief
1
origin-iconStarcaller
1
origin-iconSwiftshot
2/4/6
origin-iconWarrior
2/4/6
origin-iconAstral
3/6/9
$1
$3
$10
$10
$1
$2
$2
$1
$3
origin-iconGuild
1/2/3/4/5/6/7
$4
$5
$1
$3
$5
$2
origin-iconJade
3/6/9/12
$8
$1
$2
$3
$1
$3
$8
$2
$4
$5
$2
origin-iconMirage
2/4/6/8
$3
$8
$5
$1
$2
$5
origin-iconRagewing
3/6/9
$2
$2
$1
$4
$10
$1
$3
$10
$3
$4
$2
origin-iconRevel
2/3/4/5
$1
$2
$4
$4
origin-iconScalescorn
2/4/6
$3
$3
$2
$2
$2
$3
origin-iconShimmerscale
3/5/7/9
$2
$8
$3
$8
$3
$5
$5
$1
origin-iconTempest
2/4/6/8
$2
$4
$10
$3
$4
$1
origin-iconTrainer
2/3
$2
$3
$1
$3
origin-iconWhispers
2/4/6/8
$5
$3
$8
$8
$2
$3
$3
Origins
Astral
Astral
$1

Nidalee

$1

Skarner

$1

Vladimir

$10

Aurelion Sol

$2

Nami

$3

Illaoi

$3

Varus

Every 5th Shop has increased odds to show Astral champions, and also grants an Astral orb.
Your team gains bonus Ability Power.

(3) 10 Ability Power

(6) 40 Ability Power; orb value increases

(9) 80 Ability Power; orbs may contain components

$1

Sejuani

$2

Twitch

$3

Ryze

$4

Talon

$5

Bard

Grant a unique bonus to your team; Guild members gain double the amount. Increases for each Guild member in play!

Sejuani: +100 Health

Twitch: +10% Attack Speed

Ryze: +10 Ability Power

Talon: +8 Attack Damage

Bard: +2 Mana per attack

Emblem: +3% Omnivamp (healing for a percentage of damage dealt)

(1) 100% Guild bonus

(2) 120% Guild bonus

(3) 140% Guild bonus

(4) 160% Guild bonus

(5) 180% Guild bonus

(6) 200% Guild bonus

(7) 250% Guild bonus

$1

Karma

$1

Taric

$2

Ashe

$2

Gnar

$3

Anivia

$4

Neeko

$5

Soraka

$8

Shi Oh Yu

Summon movable Jade Statues that grow in power.

Each combat, allies who start combat adjacent to a statue gain maximum Health healing every 2 seconds and bonus Attack Speed. When a statue is destroyed, it deals 33% of its Health as magic damage to nearby enemies.

(3) 1 statue, +2% healing, +15% Attack Speed

(6) 2 statues, +4% healing, +40% Attack Speed

(9) 3 statues, +8% healing, +70% Attack Speed

(12) 4 statues, +25% healing, +200% Attack Speed

Mirage champions (2/4/6/8) gain a different Trait bonus from game to game.

Electric Overload: When attacking or being hit by an attack, gain a chance to deal 8% of their maximum Health as magic damage to adjacent enemies.
(2) 20% chance
(4) 25% chance
(6) 33% chance
(8) 50% chance
-----------------------------------------
Warlord's Honor: After winning any combat, gain bonus Health and Ability Power.
Increases by 10% per win, stacks up to 5 times!
(2) 200 Health and 20 Ability Power
(4) 350 Health and 35 Ability Power
(6) 500 Health and 50 Ability Power
(8) 700 Health and 70 Ability Power
-----------------------------------------
Pirate's Greed: Gain a chest of loot after each player combat.
(2) Gain a deckhand's chest.
(4) Gain a lieutenant's chest.
(6) Gain a captain's chest.
(8) Gain a admiral's chest.
-----------------------------------------
Dawnbringer's Determination: Once per combat, rapidly heal at 50% Health
(2) Heal 40% maximum Health
(4) Heal 65% maximum Health
(6) Heal 65% maximum Health; heal a 2nd time
(8) Heal 110% maximum Health; heal a 2nd time
-----------------------------------------
Executioner's Edge: Always critically strike low Heath targets with Attacks and Abilities. Gain bonus Critial Strike Damage.
(2) at 50% Health, +20% Crit Damage
(4) at 65% Health, +30% Crit Damage
(6) at 80% Health, +40% Crit Damage
(8) at 100% Health, +50% Crit Damage
-----------------------------------------
Spellsword's Enchantment: Each player combat, gain Ability Power per attack.
(2) 6 Ability Power
(4) 10 Ability Power
(6) 14 Ability Power
(8) 18 Ability Power
-----------------------------------------
Duelist's Dexterity: Innate: Mirage units move faster.
Attacks grant bonus Attack Speed, up to 10 stacks.
(2) 6% Attack Speed per stack
(4) 12% Attack Speed per stack
(6) 20% Attack Speed per stack
(8) 30% Attack Speed per stack

(2) ??? (Randomly selected per game)

(4) ??? (Randomly selected per game)

(6) ??? (Randomly selected per game)

(8) ??? (Randomly selected per game)

Innate: Convert Mana to Rage; attacks generate 15 Rage. After casting an Ability, enrage for 4 seconds: +25% Attack Speed but can't gain Rage.

Gain bonus stats when enraged:

(3) +50% Attack Speed and +25% Omnnivamp

(6) +135% Attack Speed and +50% Omnnivamp

(9) +250% Attack Speed and +75% Omnnivamp

After dealing damage with an Ability, launch a firecracker that deals magic damage to a random enemy.

(2) 110 magic damage

(3) 150 magic damage

(4) 210 magic damage

(5) 290 magic damage

If you don't have a Dragon on your team, Scalescorn champions deal bonus magic damage and take 20% reduced damage from enemies with more than 2200 Health.

(2) 15% magic damage

(4) 50% magic damage

(6) 115% magic damage

Grant exclusive random Shimmerscale items.

(3) 1 unique item

(5) 2 unique items

(7) 4 unique items

(9) 5 unique items, which includes Crown of Champions

After 8 seconds, lightning strikes that battlefield. Enemies are stunned for 1 second(s) and take a percent of their maximum Health as true damage. Tempest champions gaian Attack Speed.

(2) 5% damage, 20% Attack Speed

(4) 20% damage, 50% Attack Speed

(6) 35% damage, 120% Attack Speed

(8) 50% damage, 250% Attack Speed

Every round, each Trainer feeds 1 Snax per star level to Nomsy, adding Health and Ability Power. Nomsy's star level increases every 25 Snax!

(2) Summon Nomsy!

(3) Nomsy's Ability deals 200% more damage

Whispers damage shrinks enemies, reducing their Armor and Magic Resist by 40% for 6 seconds.

When they damage a shrunken enemy, Whispers gain stacking bonuses:

(2) +1 Attack Damage and Ability Power

(4) +3 Attack Damage and Ability Power

(6) +5 Attack Damage and Ability Power

(8) +8 Attack Damage and Ability Power

Classes

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) +15% Crit Chance and +5% Crit Damage

(4) +30% Crit Chance and +25% Crit Damage

(6) +45% Crit Chance and +45% Crit Damage

Bard
Bard

(1) Allies that survive player combat have a 2% chance to create a Doot. Bard always creates a Doot when dancing.

Each Doot you collect increases your Shop odds for higher-tier champions by 1%.

Your team gains bonus maximum Health. Bruisers gain double this bonus.

(2) 200 Health

(4) 325 Health

(6) 500 Health

(8) 800 Health

Every 5th attack fires a cannon shot that explodes for physical damage around the target.

(2) 125% Attack Damage

(3) 225% Attack Damage

(4) 325% Attack Damage

(5) 425% Attack Damage

Innate: Charge quickly towards their target whenever they move.

Cavaliers gain Armor and Magic Resist. At the start of combat and after each charge, gain double the amount for 4 seconds.

(2) 35 Armor, 35 Magic Resist

(3) 55 Armor, 55 Magic Resist

(4) 75 Armor, 75 Magic Resist

(5) 100 Armor, 100 Magic Resist

(1) Dragons provide +3 to the marked trait, but require 2 team slots. They also gain 700 bonus Health.

This trait is active with exactly 1 Dragon champion.

Use the Dragonmancer Blessing item to choose a Hero. The Hero gains massively increased Health and Ability Power, which increases by 20% per star level of your Dragonmancers.

(3) +300 Health, +18 Ability Power

(6) +750 Health, +40 Ability Power

(9) +1400 Health, +70 Ability Power

Evokers gain Mana whenever an ally or enemy casts an Ability.

(2) 3 Mana

(4) 7 Mana

(6) 12 Mana

Once per combat at 50% Health, Guardians shield themselves and their closest ally for a percent of their maximum Health. Shields stack!

(2) 30% of max health shield

(4) 50% of max health shield

(6) 75% of max health shield

(3) Each combat: An adjacent ally sacrifices their life to the Legend, which gains 100% of their Health, Armor, and Magic Resistance, plus 30% of their Ability Power.

Mages cast twice and have modified total Ability Power.

(3) 75% Ability Power

(5) 100% Ability Power

(7) 125% Ability Power

(9) 150% Ability Power

Your team gains Magic Resist.

(2) 50 Magic Resist

(3) 100 Magic Resist

(4) 175 Magic Resist

(5) 300 Magic Resist

Transforming grants bonus maximum Health.

(2) 40% bonus Health

(4) 90% bonus Health

(6) 145% bonus Health

Spell Thief
Spell Thief

(1) Nab a new Ability after each cast and at the start of every round.

Starcaller
Starcaller

(1) The first Starcaller to cast their Ability during player combat heals you for (2/3/75), depending on their star level. Excess healing disintegrates an enemy champion.

Innate: gain 2 hex Attack Range.

Swhiftshots gain Attack Speed for each hex between themselves and their target.

(2) 10% Attack Speed

(4) 20% Attack Speed

(6) 40% Attack Speed

Warrior attacks have a 50% chance to increase the damage of their next attack.

(2) +80% damage

(4) +175% damage

(6) +325% damage

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