• Champions
  • Traits
  • Items
  • Augments
origin-iconAce
1/4
origin-iconAegis
2/3/4/5
origin-iconBrawler
2/4/6/8
origin-iconCorrupted
1
origin-iconDefender
2/4/6
origin-iconDuelist
2/4/6/8
origin-iconForecaster
1
origin-iconHacker
3/4/5
origin-iconHeart
2/4/6
origin-iconMascot
2/4/6
origin-iconParallel
2
origin-iconPrankster
2/3/4
origin-iconQuickdraw
2/3/4
origin-iconRenegade
3/5/7
origin-iconSpellslinger
2/4/6/8
origin-iconSureshot
2/3/4/5
origin-iconA.D.M.I.N.
2/4/6
$1
$4
$3
$2
$3
origin-iconAnima Squad
3/5/7
$4
$3
$3
$3
$1
$2
$4
$1
origin-iconGadgeteen
3/5
$1
$1
$5
$3
$2
origin-iconInfiniTeam
3/5/7
$3
$4
$3
$1
$5
$1
$1
$4
$2
$5
origin-iconLaserCorps
3/4/5/6
$5
$1
$4
$2
$1
origin-iconMecha: PRIME
3/5
$2
$5
$3
$1
$4
$5
origin-iconOx Force
2/4/6
$3
$2
$4
$3
$4
$2
origin-iconRiftwalker
3
$2
$3
$4
origin-iconStar Guardian
2/4/6/8
$4
$2
$3
$5
$4
$3
$1
$4
origin-iconSupers
3
$2
$1
$2
$2
origin-iconThreat
1
$5
origin-iconUnderground
3/4/5/6
$4
$2
$2
$1
$3
$2
$2
$3
$4
Origins
A.D.M.I.N.
A.D.M.I.N.
$1

Blitzcrank

$2

Camille

$3

LeBlanc

$4

Warwick

A.D.M.I.N. programs a custom configuration per player each game.

4 Piece Multiplier: 25%
On Cast AP: 18
On Cast AD: 18%
On Cast Chance to Drop Gold: 33%
On Cast Flat Heal: 250
On Cast Permanent HP: 12
On Kill, Unit who killed Heals: 400
On Kill, Unit who killed gains Permanent HP: 18
on dropping below 66% HP, A.D.M.I.N. gains AP: 60
on dropping below 66% HP, A.D.M.I.N. gains AD: 60
on dropping below 66% HP, A.D.M.I.N. gains AS: 60
on dropping below 66% HP, A.D.M.I.N. gains Shield: 15 sec
on dropping below 66% HP, A.D.M.I.N. gains Permanent HP: 45
on Ally Death AP: 15
on Ally Death AD: 15
on Ally Death AS: 15
on Ally Death flat Heal: 250
on Ally Death Gold Chance: 20%
on Ally Death Permanent HP: 10
Combat Start chance to drop Gold: 50%
Combat Start permanent HP: 40
Every 5 sec, A.D.M.I.N. gains AP: 20
Every 5 sec, A.D.M.I.N. gains Mana: 40
Every 5 sec, A.D.M.I.N. chance to drop Gold: 25%
Every 5 sec, permanent HP: 10
Combat Start, Team gains permanent HP: 20
Combat Start, Team gains chance to drop Gold: 25%
Combat Start, Team gains max HP Shield: 25%
every 5 sec, Team gains Mana: 20
every 5 sec, Team chance to drop Gold: 15%
every 5 sec, Team gains permanent HP: 6
every 5 sec, Team heals: 150

(2) [Initialize ADMIN cause and effect]

(4) [Add another effect to the program]. Boost all tiers by 25%

(6) Boost previous tiers by 100%

Anima Squad members pose after champion kills, increasing their fame. Each point of fame grants 5 permanent Health to each Anima Squad member.

They also gains:

(3) 15% Attack Damage and 15 Ability Power

(5) 35% Attack Damage and 35 Ability Power

(7) 60% Attack Damage and 60 Ability Power

$1

Lulu

$1

Poppy

$2

Annie

$3

Gnar

$5

Nunu

Each round, Gadgeteens create random modified weapons with powerful effects that fall apart after one round. Gadgeteens also gain Damage and Damage Reduction for each item equipped to them.

(3) Create 1 item, 4% per item.

(5) Create 2 item, 8% per item.

The InfiniTeam opens a portal to an alternate timeline. At the start of combat, any InfiniTeam unit placed on a portal summons an alternate version of themself with different items. They get 1 for each Augment you own.

The copies have reduced Health and damage.

(3) 1 portal opens, 45% damage and 45% HP.

(5) 2 portal opens, 50% damage and 50% HP.

(7) 2 portal opens, 85% damage and 85% HP.

When a LaserCorp agent attacks or is hit by an attack, their combat drone deal magic damage to the agent's target (0.4 second cooldown). When a LaserCorps agent dies, their drone is reassigned to the nearest living agent.

Drones lasers deal:

(3) 27 magic damage.

(4) 35 magic damage. All units get a LaserCorp drone.

(5) 55 magic damage. All units get a LaserCorp drone.

(6) 80 magic damage. All units get a LaserCorp drone.

Use the Mecha selector item to choose a PRIME.

Combat start: the PRIME combines with the 2 nearest Mecha, absorbing 90% of their Health.

(3) The PRIME gains 60 Ability Power and 60% Attack Damage

(5) All Mechas gain 55 Ability Power and 55% Attack Damage; The PRIME gains double this amount.

Ox Force units gain bonus defenses. Once per combat, when they would drop below one HP, they instead shield themselves for 50% of their maximum health for 1.5 seconds.

(2) 5 Armor and Magic Resist

(4) 35 Armor and Magic Resist

(6) 75 Armor and Magic Resist

Riftwalkers open a gap between dimensions and summon their ally Zac, who grows in power based on the star level of Riftwalkers.

Zac gains the last-listed Trait of the closest Riftwalker.

(3) Summon Zac

Gain more Mana from all sources.

(2) 30% additional mana

(4) 60% additional mana

(6) 100% additional mana

(8) 175% additional mana

(3) Combat start: strike a pose that grants your team 18% bonus damage, which increases by 3% for every 3-star champion on your team.

(1) Threats do not have a Trait bonus, but instead have powerful Abilities and increased base stats.

The Underground must sneak through the sewers and crack 10 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 2 vault lock after a player combat win, and 3 after a player combat loss

(4) Crack 2 vault lock after a player combat win, and 4 after a player combat loss

(5) Crack 3 vault lock after a player combat win, and 5 after a player combat loss

(6) Crack 4 vault lock after a player combat win, and 7 after a player combat loss

Classes

This trait is active only when you have exactly 1 or 4 unique Aces.

(1) Execute enemies under 15% Health

(4) Execute enemies under 33% Health

Your team gains bonus Magic Resist, and Aegis units gain more.

(2) +20 Magic Resist, +40 for Aegis

(3) +40 Magic Resist, +80 for Aegis

(4) +60 Magic Resist, +120 for Aegis

(5) +90 Magic Resist, +180 for Aegis

Brawlers gain additional maximum Health.

(2) +20% maximum Health

(4) +45% maximum Health

(6) +70% maximum Health

(8) +100% maximum Health

(1) Combat starts: Lie dormant while absorbing the souls of allies that die. Gain 40 Ability Power for each soul.

Once per combat at 70% Health (or when your team has died), come alive and fight.

Your team gains bonus Armor, and Defenders gain more.

(2) +25 Armor, +50 for Defenders

(4) +70 Armor, +150 for Defenders

(6) +180 Armor, +400 for Defenders

Innate: increased movement speed.

Duelists' basic attacks grant bonus Attack Speed, up to 12 stacks.

(2) +5% Attack Speed per stack

(4) +8% Attack Speed per stack

(6) +10% Attack Speed per stack, Duelist take 10% less damage

(8) +16% Attack Speed per stack, Duelist take 20% less damage

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

(3) +10% Omnivamp for Hackers

(4) +20% Omnivamp for Hackers, +15% for the rider.

(5) +40% Omnivamp for Hackers, +30% for the rider.

When Heart units cast their Ability, your team gains stacking Ability Power for the rest of combat.

(2) +4 Ability Power

(4) +7 Ability Power

(6) +11 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% healing

(6) 6% healing

(2) Ezreal learns from his older, more handsome self and joins him in future adventures.

Ezreal's Ability becomes a blast that hits all enemies in a line.

Ultimate Ezreal's Ability summons two additional temporal duplicates.

(2) Once per combat at 50% Health, spawn a target dummy, move to a safe location, and restore 150 Health.

(3) And, Prankster dummies stun the enemy that killed them for 1.5 seconds.

(4) The Health restore is increased to 350 Health and the stun duration become 2 second.

After every 2 damaging ability projectiles, Quickdraw units fire a bonus ability projectile. Bonus shots deal:

(2) 70% total damage.

(3) 150% total damage.

(4) 235% total damage.

Renegade units deal bonus damage, and the last sone standing deals more.

(3) 25% bonus damage, 20% for last alive

(5) 40% bonus damage, 30% for last alive

(7) 70% bonus damage, 40% 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.

(2) +25 Ability Power

(4) +45 Ability Power

(6) +70 Ability Power

(8) +110 Ability Power, Orb Damage 100%

Combat start: gain bonus Attack Damage now, and every 4 seconds.

(2) +7% Attack Damage

(3) +12% Attack Damage

(4) +18% Attack Damage

(5) +25% Attack Damage

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