Patch 17.2B Last Updated Recently
S

Corkscrew Corki

LEVEL 8 MEDIUM
Meeple 5
Meeple

Astronauts attract Meeps that empower Astronaut abilities in meepy ways. They also gain bonus Health.

3% Meep power, 250 Health

Fateweaver 2
Fateweaver

Innate: Fateweavers have Precision. Chance effects on abilities are Lucky.

Chance effects on abilities are Lucky

Bastion 2
Bastion

Your team gains 12 Armor and Magic Resist. Bastions gain more, and the value doubles in the first 10 seconds of combat.

16 Armor & MR

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

Timebreaker 2
Timebreaker

When you lose, gain free rerolls. When you win, store XP in a Temporal Core (scales with stage).

When you lose, gain free rerolls. When you win, store XP in a Temporal Core

Rogue 2
Rogue

Rogues gain Attack Damage and Ability Power. The first time they fall below 50% health, they slip into shadows. Enemies targeting them are redirected to a nearby unit, preferring Tanks.

15% AD & AP

Units & Items

Corki Corki
Deathblade
Deathblade
+55 Attack Damage
+10% Damage Amp
+
Striker's Flail
Striker's Flail
+150 Health
+20% Attack Speed
+20% Critical Strike Chance
+10% Damage Amp

Striker's Flail
Critical Strikes grant 5% Damage Amp for 5 seconds, stacking up to 4 times.

+
Last Whisper
Last Whisper
+15 Attack Damage
+20% Attack Speed
+20% Critical Strike Chance

Physical damage 30% Sunders the target for 3 seconds. This effect does not stack.

Sunder: Reduce Armor

+
Corki 4★
Fateweaver Meeple
Asteroid Blaster
Strafe to a nearby position, unleashing 21 missiles split between the target and all enemies within two hexes. Missiles deal 33/49/304 (AD) physical damage with a 20% Lucky chance of firing a mega missile that deals 99/147/912 (AD) instead.

Meep Bonus: Every 8 () seconds, launch an Explosive Meep at the target, dealing 100/150/900 (AD) physical damage in a one hex radius on impact.

Lucky: Check twice and take the better outcome.
Rammus Rammus
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.

+
Sunfire Cape
Sunfire Cape
+20 Armor
+150 Health

Sunfire Cape
Every 2 seconds, deal 1% Burn and 33% Wound to an enemy within 2 hexes for 10 seconds.

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

+
Gargoyle's Stoneplate
Gargoyle's Stoneplate
+25 Magic Resist
+25 Armor
+100 Health

Gain 10 Armor and 10 Magic Resist for each enemy targeting the holder.

+
Rammus 4★
Meeple Bastion
Gravitational Spin
Gain 600/750/2000 (AP) shield for 4 seconds. Then, strike enemies in a three hex line, dealing 80/120/1360 (APArmor) magic damage.

Meep Bonus: Reduce the damage of incoming attacks by 6 (). After being attacked 20 times, deal 12/18/300 (Armor) magic damage in a two hex radius.
The Mighty Mech The Mighty Mech
The Mighty Mech 4★
Mecha Voyager
Gravity Matrix
Enter a defensive stance for 4 seconds gaining 20/20/90% Durability. While in the defensive stance, attract nearby enemy projectiles and heal 1000/1500/3000 (AP) over the duration. When this ends, release a shockwave that deals 96%/144%/3600% (ArmorMR) as physical damage in a 2-hex range.
Riven Riven
Bloodthirster
Bloodthirster
+15 Attack Damage
+15 Ability Power
+20 Magic Resist
+20% Omnivamp

Once per combat at 40% Health, gain a 25% max Health Shield that lasts up to 5 seconds.

+
Titan's Resolve
Titan's Resolve
+10% Attack Speed
+20 Armor

Gain 2% Attack Damage and 2 Ability Power when attacking or taking damage, stacking up to 25 times.

At full stacks, gain 15 Armor and 15 Magic Resist, and gain immunity to crowd control.

+
Sterak's Gage
Sterak's Gage
+40 Attack Damage
+300 Health

At 60% Health, gain a Shield equal to 50% of the wearer's maximum Health that rapidly decays over 4 seconds.

+
Riven 4★
Timebreaker Rogue
Time Warp
Passive: This Ability adapts to Attack Damage or Ability Power, whichever is higher. Attacks deal 75/115/300 (AD) physical damage.

Active: Dash to a nearby hex, gaining 100/150/1200 Shield for 2 seconds and slashing adjacent enemies for 100/150/1000 (AD) physical damage. Every third cast, leap into the air and launch a wave of energy that deals 160/240/2000 (AD) physical damage to enemies in a line.
Fizz Fizz
Fizz 3★
Meeple Rogue
Meep Bait
Dash through the current target, dealing 120/180/310 (AP) magic damage. Every third cast also summons a Mega Meep after a delay, briefly knocking the target up and dealing 270/405/685 (AP) magic damage. Adjacent enemies take 50% damage.

Meep Bonus: Add 1 () Meep to the bait, increasing Mega Meep damage by 80/120/205 (AP).
Milio Milio
Milio 2★
Fateweaver Timebreaker
Mega Time Kick
Kick a ball at the current target that deals 210/315/475 (AP) magic damage. On impact, the ball has a 100% Lucky chance to bounce to a new target dealing 70/105/160 (AP) magic damage. These bounces can trigger additional bounces, but the odds halve with each bounce.

Lucky: Check twice and take the better outcome.
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% ().
Poppy Poppy
Poppy 1★
Bastion Meeple
Huddle Up!
Gain 400/475/575 (AP) Shield for 4 seconds. For the duration, allies within two hexes gain 15/25/60 (AP) Armor and Magic Resistance.

Meep Bonus: Meeps grant 125/160/210 (AP) Shield to the nearest 1 () allies for 4 seconds.

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.
Apotheotic Forge Apotheotic Forge
Combat
2-1 3-2 4-2
Choose 1 of 4 Divine Artifacts.

Artifacts are more powerful items with a unique effect.
Arcane Viktor-y Arcane Viktor-y
Combat
3-2 4-2
After 8 seconds of combat, stun the enemy team for 1.5 seconds. Repeat this after 18 seconds of combat.
Ascension Ascension
Combat
3-2 4-2
After 12 seconds of combat, your team gains 35% Damage Amp.
Augmented Power Augmented Power
Unique
2-1 3-2
Your next augment is one tier higher.
Backline Blueprint Backline Blueprint
Combat
2-1
Gain a 3-cost non-Tank champion and an Emblem that matches their last-listed trait.
Backup Bows Backup Bows
Item
2-1
Gain a Recurve Bow. After your team attacks 1000 times, gain 2 more.
Band of Theives Band of Theives
Item
2-1 3-2 4-2
Gain 1 Thief's Gloves.
Band of Thieves II Band of Thieves II
Item
2-1
Gain 2 Thief's Gloves. After 8 player combats, gain another.
Band of Thieves II+ Band of Thieves II+
Item
3-2
Gain 2 Thief's Gloves. After 6 player combats, gain another.
Band of Thieves II++ Band of Thieves II++
Item
4-2
Gain 2 Thief's Gloves. After 3 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.
Bodyguard Training Bodyguard Training
Combat
2-1
Allies gain 10 Armor and Magic Resist, increased by 3 per player level.
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.
Carve A Path Carve A Path
Item
2-1
Gain a B.F. Sword. After your team deals 65000 physical damage, gain 2 more.
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.
Clear Mind Clear Mind
Economy
2-1
If there are no champions on your bench at the end of player combat, gain 3 XP.
Climb The Ladder II Climb The Ladder II
Combat
3-2 4-2
Each time an ally dies, allies that share at least one trait with them gain 5% Ability Power, 5% Attack Damage, 5 Armor, and 5 Magic Resist.
Climb The Ladder I Climb The Ladder I
Combat
3-2 4-2
Each time an ally dies, allies that share at least one trait with them gain 3% Ability Power, 3% Attack Damage, 3 Armor, and 3 Magic Resist.
Clockwork Accelerator Clockwork Accelerator
Combat
3-2 4-2
Your team gains 10% Attack Speed every 3 seconds in combat.
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.
Comeback Story Comeback Story
Combat
2-1
Your team gains 5 Health and 0.4% Attack Speed per missing player Health.
Component Heist Component Heist
Item
4-2
After 6 player combats, gain 1 of every item component. Gain a random component now.
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.
Critical Success Critical Success
Item
2-1
Gain a Sparring Glove. After your team's attacks critically strike 320 times, gain 2 more.
Cybernetic Implants Cybernetic Implants
Combat
3-2 4-2
Allies holding an item gain 100 Health and 20% Attack Damage. Gain a B.F. Sword.
Deadlier Blades Deadlier Blades
Item
2-1
Gain a Deathblade. Deathblades permanently gain 1% Attack Damage whenever their holders score a takedown.
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.
Expedition Expedition
Unique
2-1
At the start of every round, lose the champion in the rightmost bench slot. After losing 33 gold of champions in this way, gain a powerful reward. Gain a 3-cost champion now.
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.
Feeling Lucky Feeling Lucky
Economy
3-2
Gain 12 gold, then flip a coin. If heads, gain 3 more gold.
Firesale Firesale
Economy
2-1
Each round, steal a random 3-cost or lower champion from the shop. Gain 1 gold.
Focused Fire Focused Fire
3-2 4-2
Your team gains 10% Attack Damage. Every 5 seconds, they gain 5% more.
Gain 21 Gold Gain 21 Gold
Economy
3-2
Gain 21 gold.
Frontline Foundation Frontline Foundation
Trait
2-1
Gain a 2-star 1-cost Tank champion and an Emblem that matches their last-listed trait.
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.
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.
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.
Healing Orbs I Healing Orbs I
Combat
3-2 4-2
When an enemy dies, the nearest ally is healed for 220.
Healing Orbs II Healing Orbs II
Combat
3-2 4-2
When an enemy dies, the nearest ally is healed for 500.
Heart Of Steel Heart Of Steel
Item
2-1
Gain a Steadfast Heart. Every 10 seconds of combat its holder survives, Steadfast Heart gains additional 12 permanent max Health.
Heavy Is The Crown Heavy Is The Crown
Combat
2-1 3-2
Gain a Crown of Demacia, which provides significant bonuses to the wearer. If the holder dies, lose the round.
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.
Iron Assets Iron Assets
Item
2-1
Gain a component anvil and 3 gold.
Item Grab Bag Item Grab Bag
Item
2-1 3-2 4-2
Gain 1 random completed item.
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.
Kahunahuna Kahunahuna
Combat
3-2 4-2
Every 5th attack deals bonus true damage equal to 200% Basic Attack Damage.
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.
Lucky Gloves Lucky Gloves
Item
2-1
Thief's Gloves will always give your champions ideal items. Gain 2 Sparring Gloves.
Lucky Gloves+ Lucky Gloves+
Item
3-2 4-2
Thief's Gloves will always give your champions recommended items. Gain 2 Sparring Gloves now, then another after 4 player combats.
Lunch Money Lunch Money
Economy
2-1 3-2
Every 8 damage you deal to enemy tacticians gives you 2 gold.
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.
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.
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.
Missed Connections Missed Connections
Economy
3-2 4-2
Gain a copy of each 1-cost champion.
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 Three One Two Three
Economy
2-1
Gain 1 1-cost champion, 1 2-cost champion, and 1 3-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.
Plot Armor Plot Armor
Combat
3-2 4-2
Your team gains 8 Armor and Magic Resist. After falling below 50% Health, increase this to 40 for the rest of combat.
Precise Smithing Precise Smithing
Item
2-1 3-2 4-2
Reforging items and Artifacts grants an anvil of the same value instead. Gain 1 component and 2 reforger now, and 1 reforgers every stage.
Prizefighter Prizefighter
Item
2-1
Gain 2 item components. Every 5 wins gives you an item component.
Radiant Rascal Radiant Rascal
Item
3-2 4-2
Gain a Rascal's Gloves item. This equips 2 random Radiant items every round.
ReinFOURcement ReinFOURcement
Economy
4-2
The next 4-cost champion you buy with gold is instantly upgraded to 2-star. Gain 5 gold.
Replication Replication
Item
2-1 3-2
Choose 1 of 3 components. For the next 2 rounds, gain a copy of that component.
Retribution Retribution
Item
3-2 4-2
Gain 2 Hands of Justice. Allies equipped with Hand of Justice gain Precision.
Risky Moves Risky Moves
Economy
2-1
Your Tactician loses 20 Health, but after 7 player combats, gain 30 gold.
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.
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.
Slightly Magic Roll Slightly Magic Roll
Unique
2-1
Roll a die. Gain rewards based on the number rolled.
Small Grab Bag Small Grab Bag
Item
3-2 4-2
Gain 2 random 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.
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.
Starter Kit Starter Kit
Economy
2-1
Gain a 4-cost champion, a 2-star 1-cost champion that shares a trait with them, and 8 gold.

At the start of the next 2 stages, gain that 4-cost champion again.
Subscription Service Subscription Service
Economy
2-1
Now and at the start of each Stage, open a Shop of 4 unique 4-cost champions and gain 6 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.
Sword Overflow Sword Overflow
Item
3-2 4-2
Gain 4 B.F. Swords. Your B.F. Swords grant +4% Attack Speed.
Swordsmith Swordsmith
Item
4-2
Gain 2 random completed items that build from B.F. Sword.
Teaming Up Teaming Up
Economy
3-2 4-2
Gain 1 random component and 2 random 3-cost champions.
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).
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.
Warlord's Honor Warlord's Honor
Combat
2-1 3-2
Every round, your team gain 5% Attack Damage and Ability Power. Champions start with 1 stack of this effect, and can stack up to 4 times.
Warpath Warpath
Combat
2-1
Gain a 2-star 2-cost champion. After dealing 80 player damage, gain a chest of high cost champions and items.
We Stick Together We Stick Together
Trait
2-1
Gain a random Emblem and a completed item anvil. Allies that share a trait with that Emblem gain 25% Attack Speed.
Cosmic Restart Cosmic Restart
Trait
3-2
Call upon the Gods to sell all units on your board and bench. Gain 2 random Emblems and 11 free Shop rerolls.
U.R.F U.R.F
Trait
2-1 3-2 4-2
Gain a Spatula. Champions holding Spatula or Frying Pan items gain 15% Attack Speed and 2 Mana Regen.
URF's Gambit URF's Gambit
Trait
3-2
If you win your next player combat, gain a Spatula. If you lose, gain a Frying Pan. Gain a component anvil and 6 gold now.
URF's Grab Bag URF's Grab Bag
Trait
4-2
Gain 1 Spatula, 3 random components, and 5 gold.
Hard Commit Hard Commit
Trait
2-1
Gain a random Emblem. Now and at the start of each Stage, gain a 1-star champion of that trait with a cost equal to the Stage (max 5) and 4 gold.
The Trait Tree The Trait Tree
Trait
2-1
Gain 3 random Emblems, a Reforger, and 2 gold.
The Trait Tree+ The Trait Tree+
Trait
3-2
Gain 3 random Emblems, a Reforger, and 4 gold.
Flexible Flexible
Trait
2-1
Gain 1 random Emblem. At the start of every Stage, gain a random Emblem. Your team gains 40 Health for each Emblem they are holding.
AFK AFK
Economy
2-1
You cannot perform actions for the next 3 rounds. Afterwards, gain 20 gold.
Shimmerscale Essence Shimmerscale Essence
Economy
2-1
Gain a Mogul's Mail. In 6 rounds, gain a Gamblers Blade.

These items give gold as well as combat power.

Gods

Kayle
Kayle
Kayle

Kayle offers a wide range of components!

Evelynn
Evelynn
Evelynn

Evelynn’s rewards cost HP but offer strong value in return, such as gold, upgraded champions, or even random emblems.

Ahri
Ahri
Ahri

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

Stats

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

Gameplan

Early Game
Play around Snipers with AD items and Poppy + Bastion front line. Preserve HP and make econ intervals early while holding core low cost units.
Mid Game
Maintain lobby tempo to prevent bleeding out HP. Level and roll for at least 1 copy of Corki, Rammus & Riven on 4-2.
Late Game
Stay on Level 8 rolling for Corki, Rammus, Riven & Mighty Mech 2 star. Level to 9 if stable and healthy for any high quality legendary unit.