Patch 17.2B Last Updated Recently
S

Legendary Legion

LEVEL 9 HARD
Factory New 1
Factory New

After participating in combat, open an armory to purchase a permanent upgrade for your strongest Graves. Every 3 upgrades, future upgrades will take an additional round.

After combat, open an armory to buy a permanent upgrade for your strongest Graves; every 3 upgrades adds one round delay

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

Bulwark 1
Bulwark

Summon a placeable relic. At the start of combat, it grants adjacent allies a 18% max Health shield and 20% Attack Speed.

Summon a placeable relic that grants adjacent allies a 18% max Health shield and 20% Attack Speed at combat start

Meeple 3
Meeple

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

2% Meep power, 125 Health

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

Psionic 2
Psionic

Gain Psionic items that can be equipped to any ally.

Gain the first Psionic item

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

Arbiter 2
Arbiter

Scribe a unique divine law, allowing you to choose an effect to apply to Arbiters when a chosen cause occurs.

Choose a cause and effect for your law

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

Bard Bard
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

+
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.
Graves Graves
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.

+
Graves 5★
Factory New
Collateral Damage
Passive: Attacks fire 5 projectiles in a cone that deal @ModifiedPassiveDamage@ (AD) physical damage each.

Active: Fire an explosive shell that deals @ModifiedDamage@ (AD) physical damage to the target, and @ModifiedSecondaryDamage@ (ADAP) physical damage to adjacent enemies.
Sona Sona
Archangel's Staff
Archangel's Staff
+20 Ability Power
+1 Mana Regen

Combat start: Gain 30 Ability Power every 5 seconds in combat.

+
Spear of Shojin
Spear of Shojin
+15% Ability Power
+15% Attack Damage
+1 Mana Regen

Attacks grant 5 bonus Mana.

+
Sympathetic Implant
Sympathetic Implant
+2 Mana Regen
+20 Ability Power

Every 5 seconds, gain 1 additional Mana Regen.

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.
Shen Shen
Shen 5★
Bulwark Bastion
Reality Tear
Passive: On cast, attacks gain 40/60/777 (AP) stacking bonus magic damage. Starting from the third cast, gain true damage instead.

Active: Gain 321/473/3767 (HealthAP) Shield for 3 seconds, then slice open a rift on the largest group of champions dealing the Passive's bonus damage to all enemies within. Enemies have their Attack Speed slowed by 50/50/999% while allies within gain 80/80/999% Attack Speed, both rapidly decaying over 3 seconds.
Rammus Rammus
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.

+
Spirit Visage
Spirit Visage
+300 Health
+2 Mana Regen
+10% Durability

Restore 2.5% of missing Health each second.

+
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.

+
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.
LeBlanc LeBlanc
LeBlanc 4★
Arbiter Shepherd
Fracture Reailty
Passive: Attacks deal 67/100/400 (AP) magic damage instead.

Active: Summon 5 clones that attack alongside for 5 attacks, dealing 25/25/150% damage. For their final attack, clones fire a bolt that deals 100/150/750 (AP) magic damage.
Pyke Pyke
Pyke 2★
Voyager Psionic
Marked for Death
Reposition up to one hex to throw a harpoon at the furthest enemy. The harpoon pulls the first enemy hit one hex forward and deals 60/90/135 (AP) physical damage. Then, teleport behind them and cleave, dealing 240/360/720 (AD) physical damage to them and 120/180/360 (AD) physical damage to nearby enemies.
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% ().
Zoe Zoe
Zoe 2★
Arbiter Conduit
Paddle Star
Fire a paddle star at the current target, dealing 56/84/126 (AP) magic damage to the first target hit and 28/42/63 (AP) to others it passes through. When the missile reaches its destination, redirect it to a distant enemy, increasing its speed and repeating the damage. This redirect can occur 4 times.

Best Augments

Advanced Loan Advanced Loan
Economy
2-1
Gain 20 Gold. Your next augment is one tier lower.
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.
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.
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.
Belt Overflow Belt Overflow
Item
3-2 4-2
Gain 4 Giant's Belts. Your Giant's Belts grant +85 bonus Health.
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.
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.
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.
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.
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!)
Bronze For Life I Bronze For Life I
Combat
3-2 4-2
Your team gains 2.5% Damage Amp for each Bronze-tier trait.
Bronze For Life II Bronze For Life II
Combat
3-2 4-2
Your team gains 2.5% Damage Amp and 4 Armor and Magic Resist for each Bronze-tier trait.
Buried Treasures Buried Treasures
Item
2-1
Gain a random item component now and at the start of the next 5 rounds.
Calculated Loss Calculated Loss
Economy
2-1
After losing your combat, gain 2 gold and a free Shop reroll.
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.
Clear Mind Clear Mind
Economy
2-1
If there are no champions on your bench at the end of player combat, gain 3 XP.
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.
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.
Cry Me A River Cry Me A River
Item
2-1 3-2
Gain a Tear of the Goddess. Your team gains 1 Mana Regen. After 12 seconds in combat, increase this to 3.
Cursed Crown Cursed Crown
Unique
2-1 3-2
Gain +2 max team size and your team gains 4% Durability, but you take double player damage when you lose a player combat.
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 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).
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 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.
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.
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.
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
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.
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.
Flowing Tears Flowing Tears
Item
2-1
Gain a Tear of the Goddess. After your team spends 6500 Mana, gain 2 more.
Forward Thinking Forward Thinking
Economy
3-2
Lose all your gold. After 5 player combats, gain back the original amount and another 70 gold.
Gain 21 Gold Gain 21 Gold
Economy
3-2
Gain 21 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.
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.
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.
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.
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).
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.
Just Hit Just Hit
Economy
4-2
Gain a Champion Duplicator, 18 Shop rerolls, and 3 gold.
Lategame Specialist Lategame Specialist
Economy
2-1
When you reach Level 9, gain 36 gold.
Level Up! Level Up!
Economy
2-1
When you buy XP, gain an additional 2. Gain 8 immediately.
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.
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.
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 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 Buff, Two Buff One Buff, Two Buff
Item
3-2 4-2
Gain a Red Buff, a Blue Buff, 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.
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.
Partial Ascension Partial Ascension
Combat
3-2 4-2
After 12 seconds of combat, your team gains 20% Damage Amp.
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.
Patient Study Patient Study
Economy
2-1
After player combat, gain 2 XP if you won or 3 XP if you lost.
Risky Moves Risky Moves
Economy
2-1
Your Tactician loses 20 Health, but after 7 player combats, gain 30 gold.
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.
Savings Account Savings Account
Economy
2-1
After you earn 50 gold in interest, gain 30 gold. Your max interest is increased to 7. Gain 4 gold now.
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.
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.
Speedy Double Kill Speedy Double Kill
Item
2-1
Gain a Guinsoo's Rageblade. When 2 players are eliminated, gain 40 gold.
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.
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.
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.
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.
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.
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.
Worth The Wait II Worth The Wait II
Economy
2-1
Gain 2 copies of a random 2-cost champion. Gain another copy of them at the start of each round for the rest of the game.
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.

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.

Thresh
Thresh
Thresh

Thresh rewards are the ultimate gamble, as every option is random and full of surprises.

Stats

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

Gameplan

Early Game
Play for win streak or loss streak depending on opener. Always take 2-1 economy augment if possible. Maintain HP while staying above 50 gold Stage 3.
Mid Game
Hold core units while playing strongest AP board to prevent bad losses. Only level to 7 when you can stay above 40 gold. Try to roll as least as possible for preserve economy.
Late Game
Level to 9 on 5-1 and itemize upgraded 2*. Graves > Jhin > Fiora for AD items or Morgana > Vex for AP items for your Level 9 flex unit. Always play Bard 2* over Sona 2*