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Logo
Origins
A.D.M.I.N.
A.D.M.I.N.
A.D.M.I.N programs a custom configuration per player each game.
(2) [Initialize ADMIN cause and effect]
(4) [Add another effect to the program]
(6) Boost previous tier by 160%
Anima Squad
Anima Squad
Anima Squad members build fame for scoring champion kills. When they pause to celebrate a kill, they permanently gain 6 maximum Health per point of fame. Fame immediately benefits the whole Anima Squad.

Anima Squad also gains:
(3) 15% Attack Damage and 15 Ability Power
(5) 35% Attack Damage and 35 Ability Power
(7) 55% Attack Damage and 55 Ability Power
Arsenal
Arsenal
(1) When deploying the Arsenal champion, players may choose which weapon he will equip.
Civilian
Civilian
If there is a Civilian alive, your team is inspired to protect them by gaining Mana every 2 seconds.
(1) +2 Mana
(2) +5 Mana
(3) +10 Mana
Gadgeteen
Gadgeteen
Gadgeteens create random modified weapon which with powerful effects. Any champion can equip the items, but they fall apart after 1 player combat.

Gadgeteens make new items once the old ones have been used.
(3) Create 1 item(s) every player combat
(5) Create 2 item(s) every player combat
LaserCorps
LaserCorps
When a LaserCorp agent attacks or is hit by an attack, their combat drone has a 50% chance to deal magic damage to the agent's target (0.5 second cooldown). When a LaserCorps agent dies, their drone is reassigned to the nearest living agent.

Drones lasers deal:
(3) 60 magic damage.
(6) 150 magic damage.
(9) 150 magic damage, and each agent gets a 2nd drone.
Mecha: PRIME
Mecha: PRIME
Use the Mecha selector item to choose a PRIME.

Combat start: the PRIME combines with the 2 nearest Mecha, absorbing 100% of their Health.
(3) The PRIME gains 60 Ability Power and 60% Attack Damage
(5) All Mechas gain 45 Ability Power and 45% Attack Damage; The PRIME gains double this amount.
Ox Force
Ox Force
Ox Force units gain a range of Attack Speed that ramps as they lose Health. Once per combat, they become invulnerable for 1 seconds as they defend the city with their last breath.
(2) 20% - 40% Attack Speed.
(4) 40% - 80% Attack Speed.
(6) 100% - 200% Attack Speed.
(8) 200% - 400% Attack Speed.
Star Guardian
Star Guardian
Gain more Mana from all sources.
(3) 40% additional mana
(5) 70% additional mana
(7) 120% additional mana
(9) 200% additional mana
Supers
Supers
(3) Combat start: strike a pose that grants your team 20% bonus damage, which increases by 5% for every 3-star champion on your team.
Threat
Threat
(1) Threats do not have a Trait bonus, but instead have powerful Abilities and increased base stats.
Underground
Underground
The Underground must sneak through the sewers and crack 9 locks to open a vault. When the vault opens, you may choose to take the loot now, or attempt another heist for even better rewards.
(3) Crack 1 vault lock after a player combat win, and 3 after a player combat loss
(5) Crack 2 vault lock after a player combat win, and 5 after a player combat loss
Logo
Classes
Ace
Ace
This trait is active only when you have exactly 1 or 4 unique Aces.
(1) Execute enemies under 10% Health
(4) Execute enemies under 30% Health
Aegis
Aegis
Your team gains bonus Magic Resist, and Aegis units gain more.
(2) +20 Magic Resist, +40 for Aegis
(3) +35 Magic Resist, +70 for Aegis
(4) +50 Magic Resist, +100 for Aegis
(5) +75 Magic Resist, +150 for Aegis
Brawler
Brawler
Brawlers gain additional maximum Health.
(2) +20% maximum Health
(4) +30% maximum Health
(6) +50% maximum Health
(8) +90% maximum Health
Corrupted
Corrupted
(1) Combat starts: Lie dormant while absorbing the souls of allies that die. Gain 20 Ability Power for each soul.

Once per combat at 60% Health (or when your team has died), come alive and fight.
Defender
Defender
Innate: Taunt nearby enemies after the start of combat.

Your team gains bonus Armor, and Defenders gain more.

Taunt: enemies that are able and in range must attack the taunter
(2) +30 Armor, +60 for Defenders
(4) +75 Armor, +150 for Defenders
(6) +125 Armor, +250 for Defenders
Duelist
Duelist
Innate: increased movement speed.

Duelists' basic 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
Forecaster
Forecaster
At the start of combat, Forecaster champions grant adjacent allies different buffs depending on the current weather, which changes every game.

Sunny Weather:
Combat start: Grant a 400/600/4000 Health shield to adjacent allies for 10/10/45 seconds.

Windy Weather:
Combat start: grant bonus Attack Damage and Ability Power to adjacent allies, increasing by 15/25/150% every 5 seconds.

Rainy Weather:
At the start of combat, Forecaster champions grant adjacent allies 20 / 40 / 100 mana until they have cast 1/1/100 spells.
(1) ??? (Randomly selected per game)
Hacker
Hacker
Hackers gain Omnivamp and summon a H4ckerr!m. Any unit placed in the rider hex will be sent to the enemy backline and is untargetable for the first 2 seconds of combat.

Omnivamp: heal for a percentage of damage dealt
(2) 20% Omnivamp
(3) 45% Omnivamp
(4) 75% Omnivamp
Heart
Heart
When Heart units cast their Ability, your team gains stacking Ability Power for the rest of combat.
(2) +4 Ability Power
(4) +8 Ability Power
(6) +12 Ability Power
Mascot
Mascot
Your team heals a percentage of their maximum Health every 2 seconds, and Mascots heal double the amount.

When Mascots die, they retreat to the sidelines to cheer on your team. Your team's healing increased by 1% for each cheering Mascot.
(2) 1.5% healing
(4) 3.5% healing
(6) 6% healing
(8) 10% healing
Prankster
Prankster
(2) Once per combat at 50% Health, spawn a target dummy, move to a safe location, and restore 500 Health.
(3) And, Prankster dummies stun the enemy that killed them for 1.5 seconds.
Recon
Recon
Innate: Gain 2 hex Attack Range.

If there is an enemy nearby, Recon units will dash to safety before casting their Ability.
(2) +20% Crit Chance
(3) +45% Crit Chance
(4) +75% Crit Chance and Recon Abilities can critically strike
Renegade
Renegade
Renegade units deal bonus damage, and the last sone standing deals more.
(3) 30% bonus damage, 30% for last alive
(6) 60% bonus damage, 60% for last alive
Spellslinger
Spellslinger
Every 5 seconds, the next attack instead fires a magic orb at a random target, which explodes for 50% Ability Power as magic damage.

Spellslingers gain:
(2) +25 Ability Power
(4) +60 Ability Power
(6) +100 Ability Power
(8) +150 Ability Power, Orb Damage 200%
Sureshot
Sureshot
Combat start: gain bonus Attack Damage now, and every 4 seconds.
(2) +12% Attack Damage
(4) +25% Attack Damage
Origins
A.D.M.I.N programs a custom configuration per player each game.
(2) [Initialize ADMIN cause and effect]
(4) [Add another effect to the program]
(6) Boost previous tier by 160%
Anima Squad members build fame for scoring champion kills. When they pause to celebrate a kill, they permanently gain 6 maximum Health per point of fame. Fame immediately benefits the whole Anima Squad.

Anima Squad also gains:
(3) 15% Attack Damage and 15 Ability Power
(5) 35% Attack Damage and 35 Ability Power
(7) 55% Attack Damage and 55 Ability Power
(1) When deploying the Arsenal champion, players may choose which weapon he will equip.
If there is a Civilian alive, your team is inspired to protect them by gaining Mana every 2 seconds.
(1) +2 Mana
(2) +5 Mana
(3) +10 Mana
Gadgeteens create random modified weapon which with powerful effects. Any champion can equip the items, but they fall apart after 1 player combat.

Gadgeteens make new items once the old ones have been used.
(3) Create 1 item(s) every player combat
(5) Create 2 item(s) every player combat
When a LaserCorp agent attacks or is hit by an attack, their combat drone has a 50% chance to deal magic damage to the agent's target (0.5 second cooldown). When a LaserCorps agent dies, their drone is reassigned to the nearest living agent.

Drones lasers deal:
(3) 60 magic damage.
(6) 150 magic damage.
(9) 150 magic damage, and each agent gets a 2nd drone.
Use the Mecha selector item to choose a PRIME.

Combat start: the PRIME combines with the 2 nearest Mecha, absorbing 100% of their Health.
(3) The PRIME gains 60 Ability Power and 60% Attack Damage
(5) All Mechas gain 45 Ability Power and 45% Attack Damage; The PRIME gains double this amount.
Ox Force units gain a range of Attack Speed that ramps as they lose Health. Once per combat, they become invulnerable for 1 seconds as they defend the city with their last breath.
(2) 20% - 40% Attack Speed.
(4) 40% - 80% Attack Speed.
(6) 100% - 200% Attack Speed.
(8) 200% - 400% Attack Speed.
Gain more Mana from all sources.
(3) 40% additional mana
(5) 70% additional mana
(7) 120% additional mana
(9) 200% additional mana
(3) Combat start: strike a pose that grants your team 20% bonus damage, which increases by 5% for every 3-star champion on your team.
The Underground must sneak through the sewers and crack 9 locks to open a vault. When the vault opens, you may choose to take the loot now, or attempt another heist for even better rewards.
(3) Crack 1 vault lock after a player combat win, and 3 after a player combat loss
(5) Crack 2 vault lock after a player combat win, and 5 after a player combat loss
Classes
This trait is active only when you have exactly 1 or 4 unique Aces.
(1) Execute enemies under 10% Health
(4) Execute enemies under 30% Health
Your team gains bonus Magic Resist, and Aegis units gain more.
(2) +20 Magic Resist, +40 for Aegis
(3) +35 Magic Resist, +70 for Aegis
(4) +50 Magic Resist, +100 for Aegis
(5) +75 Magic Resist, +150 for Aegis
Brawlers gain additional maximum Health.
(2) +20% maximum Health
(4) +30% maximum Health
(6) +50% maximum Health
(8) +90% maximum Health
(1) Combat starts: Lie dormant while absorbing the souls of allies that die. Gain 20 Ability Power for each soul.

Once per combat at 60% Health (or when your team has died), come alive and fight.
Innate: Taunt nearby enemies after the start of combat.

Your team gains bonus Armor, and Defenders gain more.

Taunt: enemies that are able and in range must attack the taunter
(2) +30 Armor, +60 for Defenders
(4) +75 Armor, +150 for Defenders
(6) +125 Armor, +250 for Defenders
Innate: increased movement speed.

Duelists' basic 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
Forecaster Forecaster
At the start of combat, Forecaster champions grant adjacent allies different buffs depending on the current weather, which changes every game.

Sunny Weather:
Combat start: Grant a 400/600/4000 Health shield to adjacent allies for 10/10/45 seconds.

Windy Weather:
Combat start: grant bonus Attack Damage and Ability Power to adjacent allies, increasing by 15/25/150% every 5 seconds.

Rainy Weather:
At the start of combat, Forecaster champions grant adjacent allies 20 / 40 / 100 mana until they have cast 1/1/100 spells.
(1) ??? (Randomly selected per game)
Hackers gain Omnivamp and summon a H4ckerr!m. Any unit placed in the rider hex will be sent to the enemy backline and is untargetable for the first 2 seconds of combat.

Omnivamp: heal for a percentage of damage dealt
(2) 20% Omnivamp
(3) 45% Omnivamp
(4) 75% Omnivamp
When Heart units cast their Ability, your team gains stacking Ability Power for the rest of combat.
(2) +4 Ability Power
(4) +8 Ability Power
(6) +12 Ability Power
Your team heals a percentage of their maximum Health every 2 seconds, and Mascots heal double the amount.

When Mascots die, they retreat to the sidelines to cheer on your team. Your team's healing increased by 1% for each cheering Mascot.
(2) 1.5% healing
(4) 3.5% healing
(6) 6% healing
(8) 10% healing
(2) Once per combat at 50% Health, spawn a target dummy, move to a safe location, and restore 500 Health.
(3) And, Prankster dummies stun the enemy that killed them for 1.5 seconds.
Innate: Gain 2 hex Attack Range.

If there is an enemy nearby, Recon units will dash to safety before casting their Ability.
(2) +20% Crit Chance
(3) +45% Crit Chance
(4) +75% Crit Chance and Recon Abilities can critically strike
Renegade units deal bonus damage, and the last sone standing deals more.
(3) 30% bonus damage, 30% for last alive
(6) 60% bonus damage, 60% for last alive
Every 5 seconds, the next attack instead fires a magic orb at a random target, which explodes for 50% Ability Power as magic damage.

Spellslingers gain:
(2) +25 Ability Power
(4) +60 Ability Power
(6) +100 Ability Power
(8) +150 Ability Power, Orb Damage 200%
Combat start: gain bonus Attack Damage now, and every 4 seconds.
(2) +12% Attack Damage
(4) +25% Attack Damage