Check the latest information for Set 8.0: Monsters Attack!

  • 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
2/3/4
origin-iconHeart
2/4/6
origin-iconMascot
2/4/6/8
origin-iconPrankster
2/3
origin-iconRecon
2/3/4
origin-iconRenegade
3/6
origin-iconSpellslinger
2/4/6/8
origin-iconSureshot
2/4
origin-iconA.D.M.I.N.
2/4/6
$1
$3
$4
$2
$3
origin-iconAnima Squad
3/5/7
$4
$3
$3
$3
$1
$2
$3
$1
origin-iconArsenal
1
$5
origin-iconCivilian
1/2/3
$5
$1
$5
$2
origin-iconGadgeteen
3/5
$1
$3
$1
$5
$3
$2
origin-iconLaserCorps
3/5/7/9
$5
$1
$4
$2
$4
$4
$1
$3
origin-iconMecha: PRIME
3/5
$2
$5
$3
$1
$4
$5
origin-iconOx Force
2/4/6/8
$3
$2
$3
$1
$4
$2
$5
origin-iconStar Guardian
3/5/7/9
$4
$2
$3
$2
$5
$2
$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
$3
$4
Origins
A.D.M.I.N.
A.D.M.I.N.
$1

Blitzcrank

$2

Camille

$3

LeBlanc

$4

Soraka

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 100%

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) 10% Attack Damage and 10 Ability Power

(5) 35% Attack Damage and 35 Ability Power

(7) 60% Attack Damage and 60 Ability Power

Arsenal
Arsenal
$5

Aphelios

(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) +4 Mana

(3) +10 Mana

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

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

(5) Create 2 item, 10% per item.

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) 25 magic damage.

(5) 45 magic damage.

(7) 80 magic damage

(9) 99 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 55 Ability Power and 55% 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, when they would drop below one health, they instead go to one health and become immune to damage for 1 seconds.

(2) 15% - 30% Attack Speed.

(4) 40% - 80% Attack Speed.

(6) 75% - 150% Attack Speed.

(8) 150% - 300% 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 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 30% 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) +75% maximum Health

(8) +110% 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 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) +80 Armor, +150 for Defenders

(6) +200 Armor, +250 for Defenders

Innate: increased movement speed.

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

(2) +5% Attack Speed per stack

(4) +9% Attack Speed per stack

(6) +15% Attack Speed per stack

(8) +24% 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) 15% Omnivamp

(3) 40% Omnivamp

(4) 70% Omnivamp

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) +10 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

(8) 10% healing

(2) Once per combat at 50% Health, spawn a target dummy, move to a safe location, and restore 350 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) +75% Crit Chance

(4) +100% Crit Chance and Recon Abilities can critically strike

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

(3) 35% bonus damage, 20% for last alive

(6) 60% 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) +60 Ability Power

(6) +95 Ability Power

(8) +140 Ability Power, Orb Damage 150%

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

(2) +6% Attack Damage

(4) +16% Attack Damage

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