• Champions
  • Traits
  • Items
  • Augments
origin-iconBastion
2/4/6/8
origin-iconBruiser
2/3/4/6
origin-iconChallenger
2/4/6/8
origin-iconEmpress
1
origin-iconGunner
2/4/6
origin-iconInvoker
2/4/6/8
origin-iconJuggernaut
2/4/6
origin-iconMulticaster
2/3/4
origin-iconReaver King
1
origin-iconRogue
2/4
origin-iconSlayer
2/4/6
origin-iconSorcerer
2/4/6/8
origin-iconStrategist
2/3/4/5
origin-iconTechnogenius
1
origin-iconVanquisher
2/4/6
origin-iconBilgewater
3/5/7/9
$1
$1
$5
$3
$2
$5
$1
$3
$4
origin-iconDarkin
1/2
$2
$5
$5
origin-iconDemacia
3/5/7/9
$1
$4
$2
$3
$1
$3
$4
origin-iconFreljord
2/3
$4
$2
origin-iconIonia
3/6/9
$4
$1
$3
$4
$2
$5
$1
$4
origin-iconIxtal
2/3/4
$3
$1
$2
$2
origin-iconNoxus
3/5/7/9
$5
$1
$1
$3
$3
$4
$2
$2
$3
origin-iconPiltover
3/6
$2
$3
$3
$1
$5
origin-iconShurima
2/4/6/9
$5
$1
$2
$1
$4
$2
$4
origin-iconTargon
2/3/4
$3
$4
$2
$3
origin-iconVoid
3/6/8
$2
$1
$3
$4
$5
$3
$3
$1
$3
origin-iconWanderer
1
$5
origin-iconZaun
2/4/6
$2
$2
$2
$3
$4
Origins
Bilgewater
Bilgewater
$1

イラオイ

$1

グレイブス

$2

ツイステッド・フェイト

$3

ノーチラス

$3

ミス・フォーチュン

$4

ニーラ

$5

ガングプランク

Bilgerat attacks and Abilities mark enemies. The mark stores a percentage of damage dealt to the enemy by Bilgerats.

Marked enemies are struck by a cannonball after 1.5 seconds, dealing the stored damage plus a flat value as physical damage.

(3) 100 + 40% Damage dealt

(5) 170 + 60% Damage dealt

(7) 325 + 70% Damage dealt

(9) 999 + 135% Damage dealt; nearby enemies take 50% of cannonball damage

(1) Darkin are possessed by a weapon. When they die, the weapon possesses the nearest ally champion, granting them the weapon's power.

(2) Weapon powers become 50% stronger.

Weapon powers are described in each Darkin's Ability tooltip.

Your strongest Demacians become Elite and equip a random Radiant item each combat. Elites grant Armor and Magic Resist to themselves and adjacent allies, but this does not stack.

(3) 1 Elite, 5 Armor, 5 Magic resist

(5) 2 Elites, 25 Armor, 25 Magic resist

(7) 3 Elites, 45 Armor, 45 Magic resist

(9) 6 Elites, 150 Armor, 150 Magic resist

After 8 seconds, an ice storm strikes the battlefield. Enemies take a percentage of their max Health as true damage and gain debuffs.

Sunder: reduce Armor
Shred: reduce Magic Resist

(2) 10% health, enemies are 30% Sundered and Shredded for 10 seconds

(3) 18% health, enemies are also stunned for 1.5 seconds

Each Ionian has a unique bonus within their Ability.

Every 4 seconds, a number of Ionians are enlightened to their spirit form, gaining 20 mana and doubling stat bonuses for 4 seconds.

(3) 100% Ionian bonus, 1 enlightened

(6) 200% Ionian bonus, 2 enlightened

(9) 425% Ionian bonus, 4 enlightened

Gain elemental hexes, which give a different bonus from game to game.

(2) Create 1 hex

(3) Create 2 hexes.

(4) Something cool (Effect depends on current elemental)

Noxus champions 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) 160 Health, 16 Ability Power, 16% Attack Damage.

(5) 300 Health, 30 Ability Power, 30% Attack Damage.

(7) 420 Health, 42 Ability Power, 42% Attack Damage.

(9) 750 Health, 75 Ability Power, 75% Attack Damage.

Gain the T-Hex. Every time you lose a player combat, the T-Hex gains Charges. Winning converts the Charges to Power for the T-Hex and grants you loot based on the number of Charges converted.

(3) Gain the T-Hex.

(6) Gain bonus loot every round. Each loss counts as 2 losses instead.

Every 4 seconds, Shurimans heal 5% maximum Health. After 8 seconds, select Shurimans Ascend and gain 20% maximum Health and 30% Attack Speed.

(2) The strongest Shuriman Ascends

(4) All Shurimans Ascend. +30% Ascension bonus

(6) Instead, Ascend at combat start. +60% Ascension bonus

(9) Ascend twice, at combat start and after 8 seconds. +111% Ascension bonus

All of your units' healing and shielding is improved.

(2) 18% increased healing and shielding

(3) 35% increased healing and shielding

(4) 60% increased healing and shielding

Get a placeable void egg. At the start of combat, it hatches into an unspeakable horror and knocks up adjacent enemies.

Each Void star level increases the horror's Health and Ability Power by 25%.

(3) Void Remora

(6) Rift Herald

(8) Baron Nashor

Wanderer
Wanderer

(1) Ryze's spell changes depending on the Region Portal players voted for at the start of the game.

Zaun champions create random chem-mods that only they can use. Champions can be modded once, and mods can be removed by benching or selling the champion.

(2) Gain 1 chem-mod

(4) Gain 2 chem-mods and Overcharge them

(6) Gain 5 chem-mods and Overcharge them

Classes

Bastion champions gain Armor and Magic Resist. This is increased by 100% for the first 10 seconds of combat.

(2) 20 Defenses

(4) 45 Defenses

(6) 75 Defenses

(8) 140 Defenses

Your units gain 100 Health. Bruisers gain additional maximum Health.

(2) +10% Health

(3) +12% Health

(4) +45% Health

(6) +80% 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) 65% Attack Speed.

(6) 105% Attack Speed.

(8) 150% Attack Speed.

(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) 7% Attack Damage per attack

(4) 13% Attack Damage per attack

(6) 25% Attack Damage per attack

Every 3 seconds, your units gain Mana.

(2) 5 to all

(4) Additional 15 to Invokers

(6) 20 to all, additional 15 to Invokers

(8) 40 to all, and start with an additional 30 Ability Power

Juggernaut champions take less damage as their Health decreases.

(2) 15% to 25% damage reduction

(4) 20% to 35% damage reduction

(6) 35% to 50% damage reduction

Multicasters cast their Ability multiple times. Bonus casts have 55% reduced effectiveness.

(2) 1 extra cast. 55% reduced effectiveness.

(3) 1 extra cast. 35% reduced effectiveness.

(4) 1 extra cast. 35% reduced effectiveness. Multicaster attacks grant 5 bonus Mana.

(1) Gangplank uses his cutlass passive when placed in the front 2 rows and his pistol passive when placed in the back 2 rows.

(2) When a Rogue falls below 35% Health, they briefly become untargetable and dash to an enemy within 4 hexes (preferring enemy backline).

(4) Additionally, a Rogue's first attack on an enemy bleeds them for 55% of their max Health as magic damage over 2.5 seconds.

Slayers gain 12% Omnivamp.

Slayers deal bonus damage, doubled against units below 66% Health.

(2) +6% bonus damage

(4) +20% 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; 7% max

(4) 50 Ability Power; 10% max

(6) 80 Ability Power; 12% max to 2 enemies

(8) 120 Ability Power; 15% max to 2 enemies

Combat Start: Allies in the front 2 rows gain a shield for 15 seconds and 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

(1) Gain a placeable Apex Turret with 3 upgrade slots. Upgrades to the Apex Turret will show up in your shop for 6 gold. The Apex Turret shares Heimerdinger's Attack Speed and Ability Power.

You may only have 1 Apex Turret.

Damage from Vanquisher Abilities can critically strike. Vanquishers gain bonus Critical Strike Chance and Critical Strike Damage.

(2) 15% chance, 10% damage

(4) 35% chance, 35% damage

(6) 55% chance, 55% damage

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