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Elements
Crystal
Crystal
Skarner $2
Ashe $4
Taric $5
Lux $7
Crystal Champions have a maximum amount of damage they can take from a single hit.
(2) 110 Max Damage
(4) 60 Max Damage
Desert
Desert
Renekton $1
Azir $3
Sivir $3
Khazix $4
Reduces each enemy's armor
(2) 40% Armor reduction
(4) 100% Armor reduction
Electric
Electric
Ornn $1
Volibear $2
Zed $5
Lux $7
Electric Champions shock nearby enemies whenever they deal or receive a critical strike
(2) 80 damage
(3) 250 damage
(4) 500 damage
Glacial
Glacial
Warwick $1
Braum $2
Volibear $2
Ezreal $3
Olaf $4
Lux $7
Basic Attacks from Glacials have 25% chance to stun their target for 1.5 seconds, bonus Magic Damage on stun.
(2) 75 bonus Magic Damage
(4) 175 bonus Magic Damage
(6) 350 bonus Magic Damage
Inferno
Inferno
Zyra $1
Diana $1
Varus $2
Kindred $3
Qiyana $3
Annie $4
Brand $4
Amumu $5
Lux $7
Inferno spell damage and critical strikes burns the ground beneath the target, dealing a percent of that spell's pre-mitigation damage as magic damage over 4 seconds
(3) 70% Damage, Hexes that light on fire: 1
(6) 150% Damage, Hexes that light on fire: 3
(9) 250% Damage, Hexes that light on fire: 5
Light
Light
Vayne $1
Nasus $1
Jax $2
Aatrox $3
Soraka $3
Lucian $4
Yorick $4
Lux $7
When a Light Champion dies, all other Light Champions gain Attack Speed and are healed for 20% of their Maximum Health
(3) +20% Attack Speed
(6) +30% Attack Speed
(9) +50% Attack Speed
Lunar
Lunar
Leona $1
Karma $3
Moonlight transforms unit durability into a win condition for team comps that are built with drawn out battles in mind.
(2) Every 7 seconds, your team gains 15% Critical Strike Chance, 15% Critical Strike Damage, and 15% Spell Power. (Stacks up to 4 times)
Mountain
Mountain
Taliyah $1
Qiyana $3
Malphite $4
(2) At the start of combat, a random ally gains a 1500 health Stoneshield
Ocean
Ocean
Vladimir $1
Syndra $2
Thresh $2
Nautilus $3
Qiyana $3
Nami $5
Lux $7
All allies restore mana every 4 seconds
(2) +10 Mana
(4) +30 Mana
(6) +60 Mana
Poison
Poison
Kog'Maw $1
Dr. Mundo $3
Twitch $4
Singed $5
(3) Poison Champions apply Neurotoxin when they deal damage, increasing the target's mana cost by 33%
Shadow
Shadow
Malzahar $2
Senna $2
Kindred $3
Sion $3
Veigar $3
Master Yi $5
Lux $7
Shadow units deal increased damage for 6 seconds at combat start, refreshed on takedown.
(3) 65% Increased Damage, Self Takedown
(6) 165% Increased Damage, Any Shadow Takedown
Steel
Steel
Rek'Sai $2
Nocturne $3
Lux $7
Steel Champions gain damage immunity for a few seconds when they are reduced below 50% health
(2) 2 seconds of immunity
(3) 3 seconds of immunity
(4) 4 seconds of immunity
Wind
Wind
Yasuo $2
Qiyana $3
Janna $4
Lux $7
All allies gain dodge chance
(2) 20% dodge chance
(3) 25% dodge chance
(4) 35% dodge chance
Woodland
Woodland
Ivern $1
Maokai $1
LeBlanc $2
Neeko $2
Lux $7
(3) At the start of combat, a random Woodland Champion makes a copy of themselves
(6) Woodland to clone them all.
Logo
Classes
Alchemist
Alchemist
Singed $5
(1) Innate: Alchemists ignore collision and never stop moving
Assassin
Assassin
Diana $1
LeBlanc $2
Nocturne $3
Qiyana $3
Khazix $4
Zed $5
Innate: At the start of combat, Assassins leap to the farthest enemy. Assassins gain bonus Critical Strike Damage and Chance.
(3) +70% Critical Strike Damage & +10% Critical Strike Chance
(6) +210% Critical Strike Damage & +20% Critical Strike Chance
Avatar
Avatar
Lux $7
(1) An Avatar's Origin Element is counted twice for Trait bonuses
Berserker
Berserker
Renekton $1
Jax $2
Volibear $2
Dr. Mundo $3
Sion $3
Olaf $4
Innate: At the start of combat, Berserkers leap to the nearest enemy. Berserkers have a chance to hit all units in a cone in front of them with their attacks
(3) 45% Chance
(6) 100% Chance, all Berserkers +25 AD
Blademaster
Blademaster
Yasuo $2
Aatrox $3
Sivir $3
Master Yi $5
Blademaster Basic Attacks have a 35% chance to trigger additional attacks against their target. These additional attacks deal damage like Basic Attacks and trigger on-hit effects.
(2) 1 Additional Attack
(4) 2 Additional Attacks
(6) 3 Additional Attacks
Druid
Druid
Ivern $1
Maokai $1
Neeko $2
(2) Druids regenerate 45 health each second
Mage
Mage
Taliyah $1
Vladimir $1
LeBlanc $2
Syndra $2
Veigar $3
Brand $4
Mages have a chance on cast to instead Doublecast
(3) 50% chance
(6) 100% chance & 20 AP to all Mages
Mystic
Mystic
Karma $3
Soraka $3
Janna $4
Master Yi $5
Nami $5
All allies gain increased Magic Resist
(2) 40 Magic Resist
(4) 120 Magic Resist
Predator
Predator
Kog'Maw $1
Warwick $1
Rek'Sai $2
Skarner $2
(3) Predators instantly kill enemies they damage who are below 25% health
Ranger
Ranger
Vayne $1
Varus $2
Ezreal $3
Kindred $3
Ashe $4
Twitch $4
Every 3 seconds, Rangers have a chance to double their Attack Speed for 3 seconds.
(2) 35% Chance to 2x Attack Speed
(4) 80% Chance to 2x Attack Speed
(6) 100% Chance to 2.5x Attack Speed
Soulbound
Soulbound
Senna $2
Lucian $4
(2) The first Soulbound unit to die in a round will instead enter the Spirit Realm, becoming untargetable and continuing to fight as long as another Soulbound unit is alive.
Summoner
Summoner
Zyra $1
Malzahar $2
Azir $3
Annie $4
Yorick $4
Zed $5
Summoned units have increased health and duration
(3) 30% increase
(6) 120% increase
Warden
Warden
Leona $1
Nasus $1
Ornn $1
Braum $2
Thresh $2
Nautilus $3
Malphite $4
Amumu $5
Taric $5
Wardens gain increased total Armor
(2) +150% Armor
(4) +300% Armor
(6) +999% Armor
Elements
Crystal Champions have a maximum amount of damage they can take from a single hit.
(2) 110 Max Damage
/
(4) 60 Max Damage
Reduces each enemy's armor
(2) 40% Armor reduction
/
(4) 100% Armor reduction
Electric Champions shock nearby enemies whenever they deal or receive a critical strike
(2) 80 damage
/
(3) 250 damage
/
(4) 500 damage
Basic Attacks from Glacials have 25% chance to stun their target for 1.5 seconds, bonus Magic Damage on stun.
(2) 75 bonus Magic Damage
/
(4) 175 bonus Magic Damage
/
(6) 350 bonus Magic Damage
Inferno spell damage and critical strikes burns the ground beneath the target, dealing a percent of that spell's pre-mitigation damage as magic damage over 4 seconds
(3) 70% Damage, Hexes that light on fire: 1
/
(6) 150% Damage, Hexes that light on fire: 3
/
(9) 250% Damage, Hexes that light on fire: 5
When a Light Champion dies, all other Light Champions gain Attack Speed and are healed for 20% of their Maximum Health
(3) +20% Attack Speed
/
(6) +30% Attack Speed
/
(9) +50% Attack Speed
Moonlight transforms unit durability into a win condition for team comps that are built with drawn out battles in mind.
(2) Every 7 seconds, your team gains 15% Critical Strike Chance, 15% Critical Strike Damage, and 15% Spell Power. (Stacks up to 4 times)
(2) At the start of combat, a random ally gains a 1500 health Stoneshield
(3) Poison Champions apply Neurotoxin when they deal damage, increasing the target's mana cost by 33%
Shadow units deal increased damage for 6 seconds at combat start, refreshed on takedown.
(3) 65% Increased Damage, Self Takedown
/
(6) 165% Increased Damage, Any Shadow Takedown
Steel Champions gain damage immunity for a few seconds when they are reduced below 50% health
(2) 2 seconds of immunity
/
(3) 3 seconds of immunity
/
(4) 4 seconds of immunity
All allies gain dodge chance
(2) 20% dodge chance
/
(3) 25% dodge chance
/
(4) 35% dodge chance
(3) At the start of combat, a random Woodland Champion makes a copy of themselves
/
(6) Woodland to clone them all.
Classes
Alchemist Alchemist
(1) Innate: Alchemists ignore collision and never stop moving
Innate: At the start of combat, Assassins leap to the farthest enemy. Assassins gain bonus Critical Strike Damage and Chance.
(3) +70% Critical Strike Damage & +10% Critical Strike Chance
/
(6) +210% Critical Strike Damage & +20% Critical Strike Chance
Avatar Avatar
(1) An Avatar's Origin Element is counted twice for Trait bonuses
Innate: At the start of combat, Berserkers leap to the nearest enemy. Berserkers have a chance to hit all units in a cone in front of them with their attacks
(3) 45% Chance
/
(6) 100% Chance, all Berserkers +25 AD
Blademaster Basic Attacks have a 35% chance to trigger additional attacks against their target. These additional attacks deal damage like Basic Attacks and trigger on-hit effects.
(2) 1 Additional Attack
/
(4) 2 Additional Attacks
/
(6) 3 Additional Attacks
(2) Druids regenerate 45 health each second
Mages have a chance on cast to instead Doublecast
(3) 50% chance
/
(6) 100% chance & 20 AP to all Mages
All allies gain increased Magic Resist
(2) 40 Magic Resist
/
(4) 120 Magic Resist
(3) Predators instantly kill enemies they damage who are below 25% health
Every 3 seconds, Rangers have a chance to double their Attack Speed for 3 seconds.
(2) 35% Chance to 2x Attack Speed
/
(4) 80% Chance to 2x Attack Speed
/
(6) 100% Chance to 2.5x Attack Speed
(2) The first Soulbound unit to die in a round will instead enter the Spirit Realm, becoming untargetable and continuing to fight as long as another Soulbound unit is alive.
Summoned units have increased health and duration
(3) 30% increase
/
(6) 120% increase