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Bastion Bastion
2/4/6/8
Bruiser Bruiser
2/4/6
Challenger Challenger
2/4/6/8
Deadeye Deadeye
2/4/6
Empress Empress
1
Gunner Gunner
2/4/6
Invoker Invoker
2/4/6
Juggernaut Juggernaut
2/4/6
Multicaster Multicaster
2/4
Redeemer Redeemer
1
Rogue Rogue
2/4
Slayer Slayer
2/3/4/5/6
Sorcerer Sorcerer
2/4/6/8
Strategist Strategist
2/3/4/5
Technogenius Technogenius
1
Darkin Darkin
1
Aatrox $5
Aatrox $5
Demacia Demacia
3/5/7/9
Poppy $1
Galio $2
Garen $3
Sona $3
Kayle $1
Lux $4
Jarvan IV $4
Freljord Freljord
2/3/4
Sejuani $4
Ashe $2
Lissandra $3
Ionia Ionia
3/6/9
Shen $4
Irelia $1
Yasuo $4
Jhin $1
Karma $3
Shen $4
Sett $2
Zed $2
Zed $2
Ahri $5
Noxus Noxus
3/6/9
Sion $5
Samira $1
Cassiopeia $1
Darius $3
Katarina $3
Kled $2
Swain $2
Swain $2
Piltover Piltover
3/6
Vi $2
Jayce $3
Ekko $3
Orianna $1
Heimerdinger $5
Shadow Isles Shadow Isles
2/4/6
Maokai $1
Kalista $3
Senna $5
Senna $5
Viego $1
Gwen $4
Shurima Shurima
3/5/7/9
K'Sante $5
Renekton $1
Akshan $3
Cassiopeia $1
Nasus $4
Taliyah $2
Azir $4
Targon Targon
2/3/4
Taric $3
Aphelios $4
Soraka $2
Taric $3
Void Void
3/6/8
Kassadin $2
Cho'Gath $1
Rek'Sai $3
Kai'Sa $4
Bel'Veth $5
Vel'Koz $3
Malzahar $1
Vel'Koz $3
Wanderer Wanderer
1
Ryze $5
Yordle Yordle
3/5
Poppy $1
Tristana $1
Teemo $2
Kled $2
Teemo $2
Heimerdinger $5
Zaun Zaun
2/4/6
Warwick $2
Urgot $4
Jinx $2
Zeri $4
Warwick $2
Ekko $3
Logo
Origins
Darkin
Darkin
(1) When Aatrox or the holder of the Darkin Blade dies, the Darkin Blade is equipped to the nearest ally champion, grating them 400 Health and 15% Omnivamp.

After being equipped to a champion for 4 seconds, Aatrox will revive upon their death instead.
Demacia
Demacia
At the start of each planning phase, a number of your strongest Demacians become elites, equipping a random Radiant Item until the end of the next combat, and giving themselves and nearby allies Armor and Magic Resistance. (Does not stack.)

Radiant items are upgraded versions of completed items.
(3) 1 Elite, 5 Armor, 5 Magic resist
(5) 2 Elites, 30 Armor, 30 Magic resist
(7) 3 Elites, 40 Armor, 40 Magic resist
(9) 5 Elites, 100 Armor, 100 Magic resist
Freljord
Freljord
After 8 seconds, a Freljordian storm strikes the battelfield. Enemies take a percentage of their maximum health as true damage and gain debuffs for 10 seconds.

Sunder: reduce Armor
Shred: reduce Magic Resist
Mana Reave: increase maximum mana until the next cast
(2) 5% health, enemies are 40% Sundered and Shredded
(3) 10% health, enemies are also 30% Mana Reaved
(4) 15% health, enemies enemies are also stunned for 1.5 seconds
Ionia
Ionia
Every 4 seconds, your strongest Ionians are enlightened to their spirit form and gain 20 Mana.

Each Ionian has a unique bonus within their ability, which doubles when in spirit form.
(3) 100% Ionian bonus, 1 enlightened
(6) 200% Ionian bonus, 2 enlightened
(9) 325% Ionian bonus, 3 enlightened
Noxus
Noxus
Noxus units gain Health, Ability Power and Attack Damage. This is increased by 5% for each different opponent that either you have conquered in combat or is dead.
(3) 170 Health, 17 Ability Power, 17% Attack Damage.
(6) 340 Health, 34 Ability Power, 34% Attack Damage.
(9) 700 Health, 70 Ability Power, 70% Attack Damage.
Piltover
Piltover
Gain the T-Hex. Every time you lose a combat, the T-Hex gains a Charge. Winning releases the Charges, granting the T-Hex power based on the amount released.
(3) Gain the T-Hex.
(6) Gain bonus loot every round. Each loss counts as 2 losses instead.
Shadow Isles
Shadow Isles
After dealing or receiving damage 10 times, Shadow Isles unit gain a Shield for 15 seconds and become Spectral for the rest of combat. Spectral units gain Mana every second.
(2) 45% Health Shield, 6 Mana
(4) 80% Health Shield, 12 Mana
(6) 115% Health Shield, 18 Mana
Shurima
Shurima
Every 4 seconds, Shuriman heal 5% max Health. After 8 seconds, select Shruiman ascend and gain 33% max Health and 45% Attack Speed.
(3) The strongest Shuriman Ascends
(5) All Shurimans Ascend
(7) Instead, Ascend at combat start. +25% Ascension bonus
(9) Ascend twice, at combat start and after 8 seconds. +25% Ascension bonus
Targon
Targon
Your healing and shielding is increased.
(2) 20% increased healing and shielding
(3) 40% increased healing and shielding
(4) 70% increased healing and shielding
Void
Void
Void units create a void egg. Once your team loses 40% of their health, the egg hatches into a creature, knocking up nearby units. Each Void unit star level increases the summon's health and AP by 25%.
(3) Void Remora
(6) Rift Herald
(8) Baron Nashor
Wanderer
Wanderer
(1) Wanderers' spells change depending on the Region Portal players voted for at the start of the game.
Yordle
Yordle
Your units gain 10% Attack Speed per star level.

If you have three 3-star champions, your Yordles can become 4-star, which gives their Ability a wacky upgrade!
(3) Your strongest 3-star Yordle
(5) Two 3-star Yordles
Zaun
Zaun
Zaun champions create random chem-mods that only they can use. Champions can be modded once, and mods can only be removed by selling the champion.
(2) Gain 1 chem-mod
(4) Gain 2 chem-mods
(6) Gain 3 chem-mods and Overcharge mods
Logo
Classes
Bastion
Bastion
Bastion champions gain Armor and Magic Resist. This is increased by 100% for the first 10 seconds of combat.
(2) 25 Defenses
(4) 50 Defenses
(6) 95 Defenses
(8) 240 Defenses
Bruiser
Bruiser
Your units gain 100 Health. Bruiser get even more.
(2) +10% Health
(4) +40% Health
(6) +70% Health
Challenger
Challenger
Challengers gain bonus Attack Speed. When their target dies, Challengers dash to a new target and increase their Attack Speed bonus by 50% for 2.5 seconds.
(2) 30% Attack Speed.
(4) 60% Attack Speed.
(6) 95% Attack Speed.
(8) 140% Attack Speed.
Deadeye
Deadeye
Innate: +1 Range

Every 3 seconds, Deadeyes attack the enemy with the highest percent Health and deal bonus damage.
(2) +20% damage
(4) +65% damage
(6) +150% damage
Empress
Empress
(1) When Bel'Veth kills an enemy, they leave behind Void Coral that she will consume. The first Coral increases her max Health by 50%, while further Coral heals her 20% max Health.

When a Void Coral is consumed, she deals 10% max Health as magic damage to enemies within 2 hexes.
Gunner
Gunner
When Gunner champions attack, they gain bonus Attack Damage, up to 8 stacks.
(2) 6% Attack Damage per attack
(4) 12% Attack Damage per attack
(6) 22% Attack Damage per attack
Invoker
Invoker
Allies restore Mana every 3 seconds.
(2) 5 Mana for all allies
(4) And 15 additional Mana for Invokers
(6) 20 Mana for all allies and 15 additional Mana for Invokers
Juggernaut
Juggernaut
Juggernaut champions take less damage as their Health decreases.
(2) 15% to 25% damage reduction
(4) 25% to 40% damage reduction
(6) 35% to 50% damage reduction
Multicaster
Multicaster
Multicasters cast their Ability multiple times. Bonus casts have 66% reduced effectiveness.
(2) 1 extra cast
(4) 2 extra casts
Redeemer
Redeemer
(1) Whenever an ally gains a Shield, grant them 8% stacking Attack Speed for the rest of combat.
Rogue
Rogue
(2) The first time Rogues fall below 50% Health they briefly become untargetable and dash towards an enemy within 4 hexes, preferring backliners.
(4) Additionally, attacking an enemy for the first time causes that enemy to bleed, dealing 50% of their max Health as magic damage over 5 seconds.
Slayer
Slayer
Slayers gain 12% omnivamp. Additionally, Slayers deal bonus damage, doubled against units below 66% health.
(2) +5% bonus damage
(3) +10% bonus damage
(4) +20% bonus damage
(5) +30% bonus damage
(6) +40% bonus damage
Sorcerer
Sorcerer
Sorcerers gain bonus Ability Power.

When an enemy dies after being damaged by a Sorcerer, they deal a percentage of that enemy's maximum Health to another enemy.
(2) 25 Ability Power; 10% max
(4) 50 Ability Power; 10% max
(6) 80 Ability Power; 12% max to 2 enemies
(8) 120 Ability Power; 20% max to 2 enemies
Strategist
Strategist
Combat Start: Allies in the front 2 rows gain a shield for 15 seconds. Allies in the back 2 rows gain Ability Power.
(2) 250 shield; 15 Ability Power
(3) 400 shield; 25 Ability Power
(4) 600 shield; 40 Ability Power
(5) 900 shield; 60 Ability Power
Technogenius
Technogenius
(1) Gain a playable Apex Turret. Heimerdinger will offer upgrades to the Apex Turret in your shop for 6 gold. You may purchase up to 3 total upgrades.
Origins
(1) When Aatrox or the holder of the Darkin Blade dies, the Darkin Blade is equipped to the nearest ally champion, grating them 400 Health and 15% Omnivamp.

After being equipped to a champion for 4 seconds, Aatrox will revive upon their death instead.
At the start of each planning phase, a number of your strongest Demacians become elites, equipping a random Radiant Item until the end of the next combat, and giving themselves and nearby allies Armor and Magic Resistance. (Does not stack.)

Radiant items are upgraded versions of completed items.
(3) 1 Elite, 5 Armor, 5 Magic resist
(5) 2 Elites, 30 Armor, 30 Magic resist
(7) 3 Elites, 40 Armor, 40 Magic resist
(9) 5 Elites, 100 Armor, 100 Magic resist
After 8 seconds, a Freljordian storm strikes the battelfield. Enemies take a percentage of their maximum health as true damage and gain debuffs for 10 seconds.

Sunder: reduce Armor
Shred: reduce Magic Resist
Mana Reave: increase maximum mana until the next cast
(2) 5% health, enemies are 40% Sundered and Shredded
(3) 10% health, enemies are also 30% Mana Reaved
(4) 15% health, enemies enemies are also stunned for 1.5 seconds
Every 4 seconds, your strongest Ionians are enlightened to their spirit form and gain 20 Mana.

Each Ionian has a unique bonus within their ability, which doubles when in spirit form.
(3) 100% Ionian bonus, 1 enlightened
(6) 200% Ionian bonus, 2 enlightened
(9) 325% Ionian bonus, 3 enlightened
Noxus units gain Health, Ability Power and Attack Damage. This is increased by 5% for each different opponent that either you have conquered in combat or is dead.
(3) 170 Health, 17 Ability Power, 17% Attack Damage.
(6) 340 Health, 34 Ability Power, 34% Attack Damage.
(9) 700 Health, 70 Ability Power, 70% Attack Damage.
Gain the T-Hex. Every time you lose a combat, the T-Hex gains a Charge. Winning releases the Charges, granting the T-Hex power based on the amount released.
(3) Gain the T-Hex.
(6) Gain bonus loot every round. Each loss counts as 2 losses instead.
After dealing or receiving damage 10 times, Shadow Isles unit gain a Shield for 15 seconds and become Spectral for the rest of combat. Spectral units gain Mana every second.
(2) 45% Health Shield, 6 Mana
(4) 80% Health Shield, 12 Mana
(6) 115% Health Shield, 18 Mana
Every 4 seconds, Shuriman heal 5% max Health. After 8 seconds, select Shruiman ascend and gain 33% max Health and 45% Attack Speed.
(3) The strongest Shuriman Ascends
(5) All Shurimans Ascend
(7) Instead, Ascend at combat start. +25% Ascension bonus
(9) Ascend twice, at combat start and after 8 seconds. +25% Ascension bonus
Your healing and shielding is increased.
(2) 20% increased healing and shielding
(3) 40% increased healing and shielding
(4) 70% increased healing and shielding
Void units create a void egg. Once your team loses 40% of their health, the egg hatches into a creature, knocking up nearby units. Each Void unit star level increases the summon's health and AP by 25%.
(3) Void Remora
(6) Rift Herald
(8) Baron Nashor
Wanderer Wanderer
(1) Wanderers' spells change depending on the Region Portal players voted for at the start of the game.
Your units gain 10% Attack Speed per star level.

If you have three 3-star champions, your Yordles can become 4-star, which gives their Ability a wacky upgrade!
(3) Your strongest 3-star Yordle
(5) Two 3-star Yordles
Zaun champions create random chem-mods that only they can use. Champions can be modded once, and mods can only be removed by selling the champion.
(2) Gain 1 chem-mod
(4) Gain 2 chem-mods
(6) Gain 3 chem-mods and Overcharge mods
Classes
Bastion champions gain Armor and Magic Resist. This is increased by 100% for the first 10 seconds of combat.
(2) 25 Defenses
(4) 50 Defenses
(6) 95 Defenses
(8) 240 Defenses
Your units gain 100 Health. Bruiser get even more.
(2) +10% Health
(4) +40% Health
(6) +70% Health
Challengers gain bonus Attack Speed. When their target dies, Challengers dash to a new target and increase their Attack Speed bonus by 50% for 2.5 seconds.
(2) 30% Attack Speed.
(4) 60% Attack Speed.
(6) 95% Attack Speed.
(8) 140% Attack Speed.
Innate: +1 Range

Every 3 seconds, Deadeyes attack the enemy with the highest percent Health and deal bonus damage.
(2) +20% damage
(4) +65% damage
(6) +150% damage
(1) When Bel'Veth kills an enemy, they leave behind Void Coral that she will consume. The first Coral increases her max Health by 50%, while further Coral heals her 20% max Health.

When a Void Coral is consumed, she deals 10% max Health as magic damage to enemies within 2 hexes.
When Gunner champions attack, they gain bonus Attack Damage, up to 8 stacks.
(2) 6% Attack Damage per attack
(4) 12% Attack Damage per attack
(6) 22% Attack Damage per attack
Allies restore Mana every 3 seconds.
(2) 5 Mana for all allies
(4) And 15 additional Mana for Invokers
(6) 20 Mana for all allies and 15 additional Mana for Invokers
Juggernaut champions take less damage as their Health decreases.
(2) 15% to 25% damage reduction
(4) 25% to 40% damage reduction
(6) 35% to 50% damage reduction
Multicasters cast their Ability multiple times. Bonus casts have 66% reduced effectiveness.
(2) 1 extra cast
(4) 2 extra casts
Redeemer Redeemer
(1) Whenever an ally gains a Shield, grant them 8% stacking Attack Speed for the rest of combat.
(2) The first time Rogues fall below 50% Health they briefly become untargetable and dash towards an enemy within 4 hexes, preferring backliners.
(4) Additionally, attacking an enemy for the first time causes that enemy to bleed, dealing 50% of their max Health as magic damage over 5 seconds.
Slayers gain 12% omnivamp. Additionally, Slayers deal bonus damage, doubled against units below 66% health.
(2) +5% bonus damage
(3) +10% bonus damage
(4) +20% bonus damage
(5) +30% bonus damage
(6) +40% bonus damage
Sorcerers gain bonus Ability Power.

When an enemy dies after being damaged by a Sorcerer, they deal a percentage of that enemy's maximum Health to another enemy.
(2) 25 Ability Power; 10% max
(4) 50 Ability Power; 10% max
(6) 80 Ability Power; 12% max to 2 enemies
(8) 120 Ability Power; 20% max to 2 enemies
Combat Start: Allies in the front 2 rows gain a shield for 15 seconds. Allies in the back 2 rows gain Ability Power.
(2) 250 shield; 15 Ability Power
(3) 400 shield; 25 Ability Power
(4) 600 shield; 40 Ability Power
(5) 900 shield; 60 Ability Power
Technogenius Technogenius
(1) Gain a playable Apex Turret. Heimerdinger will offer upgrades to the Apex Turret in your shop for 6 gold. You may purchase up to 3 total upgrades.