Patch 17.2B Last Updated Recently
S

Violent Vex

LEVEL 9 HARD
Doomer 1
Doomer

Combat Start: Mark all enemies with Doom. The first time enemies are damaged each combat, their Doom is consumed, stealing 8% Attack Damage and Ability Power from them and granting it to your strongest Vex.

Mark all enemies with Doom at combat start; the first damage consumed steals 8% AD and AP and grants it to your strongest Vex

Party Animal 1
Party Animal

Once per combat, after falling below 45% Health, become untargetable and repair 15% max Health per second. Upon reaching full Health, or when no other allies remain, return to combat. If fully healed, Blitzcrank enters The Groove and Party Crasher's passive fires bolts four times as fast.

Below 45% Health, become untargetable and repair 15% max Health/sec; if fully healed, enter The Groove and fire bolts 4x as fast

Space Groove 1
Space Groove

Groovians can enter the Groove. While in it, they gain Attack Speed and max Health Regen, increased per Groovian on your team.

Groovians can enter the Groove, gaining Attack Speed and max Health Regen

Commander 1
Commander

Sona gives you a random Command Mod every 2 rounds which allows you to alter the way an ally behaves during combat. Command Mods last 2 player combats even if they are not equipped.

Gain a random Command Mod every 2 rounds; Command Mods last 2 player combats

Vanguard 4
Vanguard

Vanguards gain 5% Durability while Shielded. Combat start and 50% Health: Gain a max Health Shield for 10 seconds.

28% max Health shield

Shepherd 3
Shepherd

Shepherds summon the Bond of the Stars to aid them in battle. Bia and Bayin's power are increased by the total star level of Shepherd.

Summon Bia

Conduit 2
Conduit

Innate: Channelers gain 20% additional Mana from all sources. Your team gains Mana Regen, increased for Channelers.

1% Mana Regen | 3% Channeler Mana Regen

Dark Star 2
Dark Star

Dark Stars create a black hole that consumes enemies at low Health and gain bonus offensive stats.

Dark Stars create a black hole that consumes enemies at 10% max Health

Voyager 2
Voyager

Combat Start: Your Tanks and Fighters gain a Shield for 15 seconds. Your other allies gain Damage Amp. Voyagers gain double.

175 Shield; 9% DA

Units & Items

Vex Vex
Guinsoo's Rageblade
Guinsoo's Rageblade
+10% Attack Speed
+10 Ability Power

Grants 7% stacking Attack Speed every second.

+
Giant Slayer
Giant Slayer
+20 Attack Damage
+20 Ability Power
+20% Attack Speed
+10% Damage Amp

Gain 15% additional Damage Amp against Tanks.

+
Hextech Gunblade
Hextech Gunblade
+20 Ability Power
+20 Attack Damage
+18% Damage Amp
+1 Mana Regen

Heal the lowest percent Health ally for 20% of damage dealt.

+
Vex 5★
Doomer
Lend Me a Hand, Shadow!
Passive: Every time Vex attacks, Shadow strikes a nearby enemy, dealing 30/45/250 (AP) magic damage. Whenever an enemy is struck 5 times by Shadow, Shadow strikes them again.

Active: Shadow launches 3 empowered strikes, dealing 140/210/1000 (AP) magic damage instead.
Blitzcrank Blitzcrank
Ionic Spark
Ionic Spark
+15 Ability Power
+25 Magic Resist
+150 Health

30% Shred enemies within 2 hexes. When enemies cast an Ability, deal magic damage equal to 160% of their maximum Mana.

Shred: Reduce Magic Resist

+
Jeweled Gauntlet
Jeweled Gauntlet
+35 Ability Power
+35% Critical Strike Chance

Gain Precision.

Precision: Ability Damage can critically strike.
Additional Precision grants 10% critical strike damage.

+
Hand of Justice
Hand of Justice
+20% Critical Strike Chance
+1 Mana Regen

Gain 2 effects:

• 15% Attack Damage and 15 Ability Power.
• 12% Omnivamp.

Attack Damage and Ability Power are doubled above 50% health, and Omnivamp is doubled below 50% health.

+
Blitzcrank 5★
Party Animal Space Groove Vanguard
Party Crasher
Passive: Every 2/2/0.5 seconds, call down a bolt on the highest Health nearby enemy that deals 60/90/150 (AP) magic damage.

Active: Summon a disco ball at the largest clump of enemies, then knock up the current target into it, dealing 150/225/999 (AP) magic damage. They crash down into the disco ball, dealing 175/265/5000 (AP) magic damage in a three hex radius. Enter The Groove for 1 second per enemy hit.
Nunu Nunu
Protector's Vow
Protector's Vow
+25 Magic Resist
+25 Armor
+2 Mana Regen

Combat Start: Gain 20 Mana.

At 40% Health, gain 15 Mana and a Shield equal to 20% max Health.

+
Crownguard
Crownguard
+20 Ability Power
+20 Armor
+100 Health

Combat start: Gain a 25% max Health Shield for 8 seconds.

When the shield expires, gain 25 Ability Power.

+
Protector's Vow
Protector's Vow
+25 Magic Resist
+25 Armor
+2 Mana Regen

Combat Start: Gain 20 Mana.

At 40% Health, gain 15 Mana and a Shield equal to 20% max Health.

+
Nunu 4★
Stargazer Vanguard
Calamity
Gain 475/575/2000 (AP) Shield for 4 seconds. Summon an astrolabe to crash down on a nearby hex, dealing 120/180/2000 (AP) magic damage to enemies within 2 hexes. Then, push the astrolabe towards the end of the board, dealing 100/150/2000 (AP) magic damage. All enemies hit by the astrolabe are knocked up for 1.75/2/8 seconds.
Sona Sona
Spear of Shojin
Spear of Shojin
+15% Ability Power
+15% Attack Damage
+1 Mana Regen

Attacks grant 5 bonus Mana.

+
Morellonomicon
Morellonomicon
+20 Ability Power
+150 Health
+2 Mana Regen

Attacks and Abilities deal 1% Burn and 33% Wound to enemies for 10 seconds.

Burn: Deals a percent of the target's max Health as true damage every second
Wound: Reduces healing received

+
Void Staff
Void Staff
+35 Ability Power
+15% Attack Speed
+2 Mana Regen

Attacks and Magic damage 30% Shred the target for 3 seconds. This effect does not stack.

Shred: Reduce Magic Resist

+
Sona 5★
Commander Psionic Shepherd
Psionic Crush
Hurl a chunk of magnetic debris at the nearest target without one, dealing 240/360/999 (AP) magic damage and sticking it to them. If an enemy with debris dies, it passes to the nearest enemy without one.

Every 5 casts, instead rip off all debris dealing 120/180/999 (AP) magic damage, then crush all the debris onto the target, dealing 620/930/9999 (AP) magic damage and briefly stunning them.
Bard Bard
Bard 5★
Meeple Conduit
Ultra Friendly Object
Summon a flying saucer over the current target that lasts 4 seconds. Each second it deals 240/360/3000 (AP) magic damage to the target, plus 135/205/1500 (AP) magic damage split between all enemies within 1 hex. The saucer deals 30% increased damage to Tanks.

If an enemy under the UFO dies, Bard has a 20/30/100% chance to abduct them and create a 1-star copy on your bench.

Meep bonus: On combat start, grant the nearest @ModifiedNumAllies@ () Meeple allies an additional Meep.
Karma Karma
Karma 4★
Dark Star Voyager
Singularity
Gather the force of a black hole, dealing 570/855/5000 (AP) magic damage split between the target and the 2/2/4 closest enemies to them. The target takes an additional 120/180/1000 (AP) magic damage.
Illaoi Illaoi
Illaoi 3★
Anima Shepherd Vanguard
Test of Spirit
Gain 425/475/625 (AP) Shield for 3 seconds. Over the duration, drain 55/85/130 (AP) Health from the nearest 3 enemies. Then slam down, dealing 80/120/180 (AP) magic damage to all enemies within 2 hexes.
Mordekaiser Mordekaiser
Mordekaiser 2★
Conduit Vanguard Dark Star
Indestructible
Gain @ModifiedInitialShield@ (AP) Shield. Each second for the next 4 seconds, gain @ModifiedShieldPerProc@ (AP) more Shield and deal @ModifiedDamagePerProc@ (AP) magic damage to adjacent enemies. When this ability ends, consume the remaining Shield and heal for 40% of its value.
Meepsie Meepsie
Meepsie 2★
Voyager Shepherd Meeple
Meep Impact
Heal 436/547/796 (HealthAP) Health over 3 seconds. Slam the target, dealing 160/240/360 (AP) magic damage and knocking up for 1.5/1.75/2 seconds. The impact creates meepwaves that deal 50% of these effects in the target's row.

Meep Bonus: Meeps water Meepsie's flower, increasing all incoming Healing and Shielding by 12% ().

Best Augments

A Magic Roll A Magic Roll
Unique
3-2
Roll 3 dice. Gain rewards based on their total.
Advanced Loan Advanced Loan
Economy
2-1
Gain 20 Gold. Your next augment is one tier lower.
Ascension Ascension
Combat
3-2 4-2
After 12 seconds of combat, your team gains 35% Damage Amp.
At What Cost At What Cost
Economy
2-1
Immediately go to level 6 and gain 12 XP. You don't get to choose your future augments.
Aura Farming Aura Farming
Combat
2-1
Gain a 2-star 5-cost champion holding a recommended item. You cannot field it until Stage 4-3.
Augmented Power Augmented Power
Unique
2-1 3-2
Your next augment is one tier higher.
Band of Thieves II+ Band of Thieves II+
Item
3-2
Gain 2 Thief's Gloves. After 6 player combats, gain another.
Baron's Lair Baron's Lair
Combat
3-2 4-2
Gain a random Tank item. After 8 seconds of combat, your team gains 5% bonus Attack Damage and Ability Power every second for the rest of combat.
Belt Overflow Belt Overflow
Item
3-2 4-2
Gain 4 Giant's Belts. Your Giant's Belts grant +85 bonus Health.
Best Friends I Best Friends I
Combat
3-2 4-2
Allies isolated in pairs gain 10% Attack Speed and 13 Armor at the start of combat.
Best Friends II Best Friends II
Combat
3-2 4-2
Allies isolated in pairs gain 15% Attack Speed and 22 Armor at the start of combat.
Big Grab Bag Big Grab Bag
Item
3-2 4-2
Gain 3 random components, 2 gold, and 1 Reforger.

Reforgers allow you to remake any item.
Birthday Present Birthday Present
Economy
2-1
Gain a 2-star champion and 1 gold every time you level up. The champion's cost tier is your level minus 4 (max: 5-cost).
Birthday Reunion Birthday Reunion
Combat
2-1
Gain a random 2-star 2-cost champion. When you reach Level 7, gain a Thief's Gloves. When you reach Level 9, gain a random 2-star 5-cost champion.
Booster Pack Booster Pack
Combat
2-1
Gain 9 gold of random champions. (At least one 3-cost guaranteed!)

(Each champion has a small chance of being holographic!)
Booster Pack+ Booster Pack+
Economy
3-2
Gain 18 gold of random champions. (At least one 4-cost guaranteed!)

(Each champion has a small chance of being holographic!)
Booster Pack++ Booster Pack++
Economy
4-2
Gain 30 gold of random champions. (At least one 5-cost guaranteed!)

(Each champion has a small chance of being holographic!)
Boxing Lessons Boxing Lessons
Combat
3-2 4-2
Your team gains 30 Health for each ally that starts combat in the front row.
Buried Treasures Buried Treasures
Item
2-1
Gain a random item component now and at the start of the next 5 rounds.
Call To Chaos Call To Chaos
Combat
4-2
Gain a powerful and random reward.
Care Package Care Package
Economy
3-2
Now and at the start of the next 2 Stages, receive a care package with loot and 3 gold.
Charge Transfer Charge Transfer
Combat
3-2 4-2
Your team gains 5% Damage Amp. 50% of overkill damage is dealt to the nearest enemy as magic damage.
Charge Transfer II Charge Transfer II
Combat
3-2 4-2
Your team gains 8% Damage Amp. 80% of overkill damage is dealt to the nearest enemy as magic damage.
Clockwork Accelerator Clockwork Accelerator
Combat
3-2 4-2
Your team gains 10% Attack Speed every 3 seconds in combat.
Clear Mind Clear Mind
Economy
2-1
If there are no champions on your bench at the end of player combat, gain 3 XP.
Cluttered Mind Cluttered Mind
Economy
2-1
Gain 4 random 1-cost champions now. If your bench is full at the end of player combat, gain 3 XP.
Cognitive Tax Cognitive Tax
Economy
2-1
Gain 8 gold and 1 XP.
Cognitive Overload Cognitive Overload
Economy
3-2
Gain 7 gold, 1 2-star 1-cost champion, 1 2-cost champion, 2 3-cost champions, 1 XP, and 1 Shop reroll.
Cognitive Tax+ Cognitive Tax+
Economy
3-2
Gain 12 gold and 3 XP.
Corrosion Corrosion
Combat
3-2 4-2
Enemy champions in the first two rows lose 4 Armor and Magic Resist every 2 seconds.
Crash Test Dummies Crash Test Dummies
Combat
3-2 4-2
Gain 2 Training Dummies. Combat start: Your Training Dummies launch themselves towards a group of enemies and Stun them for 1.3 seconds.
Cybernetic Uplink Cybernetic Uplink
Combat
3-2 4-2
Allies holding an item gain 100 Health and 2 Mana Regen. Gain a Tear of the Goddess.
Deadlier Caps Deadlier Caps
Item
2-1
Gain a Rabadon's Deathcap. Rabadon's Deathcaps permanently gain 1% Ability Power whenever their holders score a takedown.
Duo Queue Duo Queue
Economy
4-2
Gain 2 random 5-cost champions and 2 copies of a random component.
Electrocharge I Electrocharge I
Combat
2-1 3-2 4-2
Every 4 attacks an ally takes, they deal 30-90 (based on current Stage) magic damage to nearby enemies (1 second cooldown).
Electrocharge II Electrocharge II
Combat
2-1 3-2 4-2
Every 4 attacks an ally takes, they deal 50-140 (based on current Stage) magic damage to nearby enemies (1 second cooldown).
Epic Rolldown Epic Rolldown
Economy
3-2
When you reach Level 8, gain 20 Shop rerolls.
Epoch Epoch
Economy
2-1
Now, and at the start of every stage, gain 4 XP and 2 free rerolls.
Epoch+ Epoch+
Economy
3-2
Now, and at the start of every stage, gain 8 XP and 2 free rerolls.
Exclusive Customisation Exclusive Customisation
Item
3-2 4-2
Gain a Lucky Item Chest, a Magnetic Remover, and 10 gold.

Use a Lucky Item Chest on a champion to choose from an armory of recommended items!
Exclusive Customization II Exclusive Customization II
Item
4-2
Gain 2 Lucky Item Chests, a Magnetic Remover, and 10 gold.
Exiles I Exiles I
Combat
3-2 4-2
Your champions that start combat with no adjacent champions gain a 20% max Health shield for 10 seconds.
Exiles II Exiles II
Combat
3-2 4-2
Your champions that start combat with no adjacent champions gain a 30% max Health shield for 10 seconds.
Expected Unexpectedness Expected Unexpectedness
Unique
2-1
Now and at the start of the next 2 stages, roll 3 dice. Gain various rewards based on their total.
Explosive Growth Explosive Growth
Economy
3-2
Now and at the start of the next 3 rounds, gain 7 XP.
Explosive Growth+ Explosive Growth+
Economy
4-2
Now and at the start of the next 3 rounds, gain 10 XP.
Extra Buckles Extra Buckles
Item
2-1
Gain a Giant's Belt. After your team takes 75000 damage, gain 2 more.
Feed The Flames Feed The Flames
Item
2-1 3-2
Gain a Sunfire Cape. Your team gains 12% Omnivamp when attacking Burning enemies.
Firesale Firesale
Economy
2-1
Each round, steal a random 3-cost or lower champion from the shop. Gain 1 gold.
Gain 21 Gold Gain 21 Gold
Economy
3-2
Gain 21 gold.
Forward Thinking Forward Thinking
Economy
3-2
Lose all your gold. After 5 player combats, gain back the original amount and another 70 gold.
Giant And Mighty Giant And Mighty
Combat
3-2 4-2
Your team becomes large, gaining 200 Health and 10% max Health.
Glass Cannon I Glass Cannon I
Combat
3-2 4-2
Allies that start combat in the back row begin combat at 80% Health but gain 16% Damage Amp.
Glass Gannon II Glass Gannon II
Combat
3-2 4-2
Allies that start combat in the back row begin combat at 80% Health but gain 25% Damage Amp.
Going Long Going Long
Economy
2-1
You no longer gain interest. Gain 8 gold now. Round start: gain 4 XP.
Golden Gamble Golden Gamble
Item
2-1
Gain 1 gold and flip a coin. If heads, gain a Radiant Lucky Item Chest. If tails, gain 2 Completed item anvils.
Golden Gamble+ Golden Gamble+
Item
3-2
Gain 4 gold and flip a coin. If heads, gain a Radiant Lucky Item Chest. If tails, gain 2 Completed item anvils.
Golden Gamble++ Golden Gamble++
Item
4-2
Gain 12 gold and flip a coin. If heads, gain a Radiant Lucky Item Chest. If tails, gain 2 Completed item anvils.
Good For Something I Good For Something I
Economy
2-1
Champions that aren't holding items have a 40% chance to drop 1 gold on death.
Group Hug I Group Hug I
3-2 4-2
Combat start: Allies grant other adjacent allies 7 Armor and Magic Resist. This effect stacks.
Group Hug II Group Hug II
Combat
3-2 4-2
Combat start: Allies grant other adjacent allies 10 Armor and Magic Resist. This effect stacks.
Guilded Steel Guilded Steel
Combat
4-2
Gain 2 non-Tank 5-cost champions. If you field at least one 5-cost champion, your 1 to 4-cost champions gain 8% Durability.
Hedge Fund Hedge Fund
Economy
2-1
Gain 25 gold. Your max interest is increased to 10.

Interest is extra gold you gain per 10g saved.
Hedge Fund+ Hedge Fund+
Economy
3-2
Gain 30 gold. Your max interest is increased to 10.

Interest is extra gold you gain per 10g saved.
High Voltage High Voltage
Item
2-1 3-2
Gain an Ionic Spark. Your Ionic Sparks have +3 hex radius and do 20% more damage.
Hold The Line Hold The Line
Combat
3-2 4-2
Allies in your back 2 rows gain 10% Ability Power and 9% Attack Damage for each ally that starts combat in your front row.
Invested Invested
Economy
3-2
Gain 26 gold. After every combat, gain 1 Shop reroll for every 10 gold above 50 (max 80 gold).
Invested+ Invested+
Economy
4-2
Gain 40 gold. After every combat, gain 1 Shop reroll for every 10 gold above 50 (max 80 gold).
Jeweled Lotus I Jeweled Lotus I
Combat
3-2 4-2
Your team gains 20% Critical Strike Chance and Precision.
Jeweled Lotus II Jeweled Lotus II
Combat
3-2 4-2
Your team gains 25% Critical Strike Chance, 10% Critical Strike Damage, and Precision.
Just Hit Just Hit
Economy
4-2
Gain a Champion Duplicator, 18 Shop rerolls, and 3 gold.
Late Game Specialist Late Game Specialist
Unique
2-1
Gain 2 XP at the start of player combat rounds. Your 5-cost champions gain 12% Health and 12% Attack Speed.
Level Up! Level Up!
Economy
2-1
When you buy XP, gain an additional 2. Gain 8 immediately.
Lineup Lineup
Combat
3-2 4-2
Your team gains 2 Armor and Magic Resist for each ally that starts combat in the front two rows.
Little Buddies Little Buddies
Combat
3-2 4-2
Your 4-cost and 5-cost champions gain 55 Health and 6% Attack Speed for every 1-cost and 2-cost champion on your board.
Lunch Money Lunch Money
Economy
2-1 3-2
Every 8 damage you deal to enemy tacticians gives you 2 gold.
Mace's Will Mace's Will
Item
2-1 3-2 4-2
Gain a Sparring Gloves. Your team gains 8% Attack Speed and 20% Critical Strike Chance.
Makeshift Armor I Makeshift Armor I
Combat
2-1 3-2
Allies without items equipped gain 30 Armor and Magic Resist.
Makeshift Armor II Makeshift Armor II
Combat
2-1 3-2
Allies without items equipped gain 50 Armor and Magic Resist.
Malicious Monetization Malicious Monetization
Economy
4-2
Gain 4 gold. For the next 2 rounds, enemy champions drop 2 gold when killed.
Luxury Subscription Luxury Subscription
Economy
3-2
Gain a package containing a 5-cost champion, a 2-star 1-cost champion, and 5 gold.

At the start of the next 2 stages, gain the package again.
Max Build Max Build
Economy
4-2
Gain 8 free Shop rerolls. On Stage 4-5 and 6-2, gain a Champion Duplicator.
Min-Max Min-Max
Item
3-2
Gain a Golden Item Remover and 4 random components.
Money Hungry Money Hungry
Economy
2-1
Gain 7 gold now, then 7 gold at the start of every stage. Picking up gold makes your Tactician larger.
Money Monsoon Money Monsoon
Economy
4-2
Gain 7 gold now and every round for the rest of the game.
New Recruit New Recruit
Combat
3-2 4-2
Gain +1 max team size and a Champion Duplicator.
One, Two, Five! One, Two, Five!
Economy
4-2
Gain 1 random component, 2 gold, and 1 random 5-cost champion.
Pandora's Bench Pandora's Bench
Unique
2-1 3-2
At the start of every round, champions on the 3 rightmost bench slots transform into random champions of the same cost. Gain 6 gold.
Pandora's Items I Pandora's Items I
Item
2-1 3-2 4-2
Round start: items on your bench are randomized.

Gain 1 random component.
Pandora's Items II Pandora's Items II
Item
2-1 3-2 4-2
Round start: items on your bench are randomized.

Gain 2 random components.
Pandora's Items III Pandora's Items III
Item
2-1 3-2
Round start: items on your bench are randomized.

Gain 1 random Radiant item.
Partial Ascension Partial Ascension
Combat
3-2 4-2
After 12 seconds of combat, your team gains 20% Damage Amp.
Patient Study Patient Study
Economy
2-1
After player combat, gain 2 XP if you won or 3 XP if you lost.
Pfiler Pfiler
Economy
3-2
Each round, gain a 1-star copy of the first champion you killed last combat. The first time you gain 25 gold worth of champions in this way, gain a Thief's Gloves.
Prizefighter Prizefighter
Item
2-1
Gain 2 item components. Every 5 wins gives you an item component.
Salvage Bin Salvage Bin
Item
2-1
Gain 1 random completed item now, and 1 component after 8 player combats. Selling champions breaks completed items into components (excluding Tactician's items and Emblems).
Salvage Bin+ Salvage Bin+
Item
3-2 4-2
Gain 1 random completed item now, and 1 component after 4 player combats. Selling champions breaks completed items into components (excluding Tactician's items and Emblems).
Second Wind Second Wind
Combat
3-2 4-2
After 10 seconds of combat, your team heals 40% of their missing Health.
Second Wind II Second Wind II
Combat
3-2 4-2
After 10 seconds of combat, your team heals 60% of their missing Health.
Seraphim's Staff Seraphim's Staff
Item
2-1 3-2
Gain an Archangel's Staff. Archangel's Staff grants 2 additional Mana Regen if its holder has 90% or more Ability Power.
Silver Spoon Silver Spoon
Economy
2-1
Gain 10 XP.
Slammin' Slammin'
Economy
Gain 1 random component(s). After each player combat, if there are no items on your bench (other than consumables), gain 2 XP.
Slammin+ Slammin+
Economy
3-2
Gain 8 gold and 10 XP now. After each player combat, if there are no items on your bench (other than consumables), gain 2 XP.
Slice Of Life Slice Of Life
Economy
2-1
Twice per stage, gain a random champion. Its cost increases by Stage. This effect ends after receiving 1 5-cost champion.
Solo Leveling Solo Leveling
Unique
2-1
For the next 5 combats, your team size is 1 but the champion you field has massively increased stats. Gain 1 XP for every kill they get. Afterwards, gain 2 item components.
Soul Awakening Soul Awakening
Combat
3-2 4-2
Combat start: Your team gains 1.5% Attack Damage and Ability Power per second for 10 seconds. At max stacks, deal 12% bonus true damage.
Speedy Double Kill Speedy Double Kill
Item
2-1
Gain a Guinsoo's Rageblade. When 2 players are eliminated, gain 40 gold.
Spirit Of Redemption Spirit Of Redemption
Trait
2-1 3-2
Gain a Spirit Visage. Every 5 seconds, Spirit Visage heals allies within 1 hex for 7.5% of their missing Health.
Staffsmith Staffsmith
Item
4-2
Gain 2 random completed items that build from Needlessly Large Rod.
Stand United Stand United
Combat
3-2 4-2
Gain 1.5% Attack Damage and 1.5% Ability Power for each non-unique Trait active across your team.
Survivor Survivor
Economy
2-1
Gain 4 gold. After 3 players are eliminated, gain 100 more gold.
Sweet Treats Sweet Treats
Item
3-2 4-2
Gain an Artifact anvil. Your team gains 20 Health for each item equipped on champions.
Tactician's Kitchen Tactician's Kitchen
Trait
2-1
Gain a random Emblem. After 3 rounds, gain a Tactician's Cape.
Teaming Up Teaming Up
Economy
3-2 4-2
Gain 1 random component and 2 random 3-cost champions.
The Golden Dragon The Golden Dragon
Item
3-2
Gain a Mogul's Mail. Champions holding Mogul's Mail take up 2 team slots but gain 700 Health and 20% Durability.

Mogul's Mail gives gold as well as combat power.
The Golden Egg The Golden Egg
Unique
4-2
Gain a golden egg that hatches in 11 turns for a huge amount of loot. Winning player combat speeds up the hatch timer by an extra turn.
The Tower The Tower
Combat
2-1 3-2 4-2
Gain a giant Training Dummy with increased Health (increases with Stage). Every 4 seconds, it zaps the 3 nearest enemies dealing 5% max Health true damage.
Thorn-Plated Armor Thorn-Plated Armor
Item
2-1 3-2
Gain a Bramble Vest. Your Bramble Vests deal 20-170% more damage (based on Stage).
Tiniest Titan Tiniest Titan
Economy
3-2
Gain 2 player Health and 2 gold after every player combat. Your Tactician also moves faster. Gain 15 gold now.
Tiny Titans Tiny Titans
Unique
2-1
Increase your current and max player health by 30.
Tiny, But Deadly Tiny, But Deadly
Combat
3-2 4-2
Your team becomes small, gaining 30% Attack Speed and Movement Speed.
Tons Of Stats! Tons Of Stats!
Combat
3-2 4-2
Your team gains 44 Health, 4% Attack Damage, 4% Ability Power, 4 Armor, 4 Magic Resist, 4% Attack Speed, and 4 Mana.
Twin Guardians Twin Guardians
Combat
3-2 4-2
If you have exactly 2 allies in your first row, grant them 100 bonus Health, 45 Armor, and 45 Magic Resist.
Upward Mobility Upward Mobility
Economy
2-1 3-2 4-2
Buying XP costs 1 less. Gain 2 Health and 2 free rerolls whenever you level up.
Vampiric Vitality I Vampiric Vitality I
Combat
3-2 4-2
You heal for 12% of the damage you deal to enemy Tacticians. Your team gains 10% Omnivamp.
Vampiric Vitality II Vampiric Vitality II
Combat
3-2 4-2
You heal for 12% of the damage you deal to enemy Tacticians. Your team gains 18% Omnivamp.
Wand Overflow Wand Overflow
Item
3-2 4-2
Gain 4 Needlessly Large Rods. Your Needlessly Large Rods grant +5% Attack Speed.
Win Out Win Out
Economy
3-2
When you reach level 9, immediately level to 10 and gain 2 free Shop rerolls. Gain 6 XP now.
Woven Magic Woven Magic
Combat
2-1
Gain a random item component. Every 2200 Mana your team spends grants an additional component (max X/3).
Lategame Specialist Lategame Specialist
Economy
2-1
When you reach Level 9, gain 36 gold.

Gods

Ahri
Ahri
Ahri

Ahri mainly provides Gold and XP, while also offering rerolls.

Soraka
Soraka
Soraka

Soraka rewards offer you HP and gold which benefits loss streak players the most.

Aurelion Sol
Aurelion Sol
Aurelion Sol

Aurelion Sol gives you tasks to complete each stage in exchange for rewards.

Stats

AVP
Low
Win Rate
High
Play Rate
Medium
Top 4 Rate
Medium

Gameplan

Early Game
Take an econ augment and play 3 Primordian tempo to collect gold each turn, slamming flexible items like Guinsoo/Giant Slayer on Bel'Veth to win rounds.
Mid Game
Continue playing around Primordian with Timekeeper to collect gold/rerolls. Take an economy augment on 3-2 if possible and try not to bleed HP.
Late Game
Level and roll aggressively after pushing level 9 on 5-1, rolling until upgraded frontline + carry to stabilise. Use Timebreaker XP and rerolls to help hit.