
Passive: Reduce all incoming damage by 15/20/30. Every second, emit sparks that deal 10/15/25 magic damage to adjacent enemies.
Every unit and trait in Set 13.

Passive: Reduce all incoming damage by 15/20/30. Every second, emit sparks that deal 10/15/25 magic damage to adjacent enemies.

Spin, dealing 2.4 physical damage to adjacent enemies and healing
150/175/200. Apply a
physical damage bleed to target over 4 seconds.

Passive: If Draven has an empowered axe in hand, his next attack will throw it, dealing a total of 10/15/25 physical damage. Empowered axes return to Draven after hitting an enemy.
Active: Spin an empowered axe.

Enter a defensive stance and gain 400/475/575 Shield that rapidly decays over 3 seconds. When it expires, deal
magic damage + 75% of the damage absorbed to enemies around and in front of Irelia.

Grant 160/180/240 Shield to the lowest current Health ally. Lux's next attack deals
360/540/900 bonus magic damage.

Fire 6 shots towards the farthest enemy that deal 10/15/25 physical damage to the first enemy they hit.

Curse the nearest non-cursed enemy, dealing 530/800/1500 magic damage over 10 seconds and reducing the effectiveness of shields used on them by 50%.

Send a monkey towards the largest group of enemies, causing a 2-hex radius explosion on impact. Enemies hit take 420/550/735 magic damage, reduced by 25% for each hex they are away from the epicenter. Wound and 1% Burn applied for 5 seconds to all enemies hit.
Burn: Deal a percent of the target's max Health as true damage every second
Wound: Reduce healing received by 33%

Gain Durability and grant the ally who has dealt the most damage this round 100/115/130% Attack Speed, decaying over 4 seconds.

Passive: On heal, heal the 2 closest allies for 25% of the amount.
Active: Heal for 260/290/360 and strike target for
260/390/585 magic damage.

Heal 200/220/250 and chomp target for
2.8 physical damage. Both effects are increased by up to 75% based on Trundle's missing Health.

Deal 240/360/580 magic damage to target and create a one-hex radius zone of darkness around them. After a brief delay, deal
120/180/290 magic damage to enemies still in the zone.

Jab target 2 times for 20/30/45 physical damage each. Then uppercut them, dealing
20/30/45 physical damage and briefly knocking them up.

Send vines towards the current target, Stunning them for 1 second and dealing 280/420/630 magic damage. Then smaller vines seek out the 2 nearest enemies and deal
95/140/215 magic damage to them.
Experiment Bonus: Ability damage bleeds enemies for bonus true damage over 2 seconds.

Throw a shuriken at target, dealing 80/120/185 magic damage and marking them to take 15% more damage for 4 seconds. Then dash away from target. After a brief delay, dash towards them and deal
240/360/550 magic damage.

Kick the target, dealing 30/45/70 Adaptive Damage. Heal for 33% of the damage dealt.
Adaptive Damage: Uses the damage type the target resists less

Fortify for 3 seconds, gaining Durability. Afterwards, deal
115/175/270 magic damage to adjacent enemies.

For 6 seconds, attacks also cause adjacent enemies to bleed for 15/25/40 physical damage over 1 second.

Gain 300/350/400 Shield for 4 seconds. Lance enemies in a line for
120/180/270 magic damage and steal 10/12/15 Armor and Magic Resist from enemies hit.

Fire a pair of missiles at target. Allies they pass through gain 95/115/135 Shield for 3 seconds. When they collide, they deal
310/465/700 magic damage to target and
130/195/290 magic damage to adjacent enemies.

Pull in an enemy on either side and slam them together, dealing 220/330/500 magic damage and Stunning them for 1.5/1.5/2 seconds.
If only one enemy is grabbed, the damage and Stun duration are increased by 50%.

Fire a cannonball at target, dealing 50/75/115 physical damage. If they die, the cannonball ricochets to the nearest enemy, dealing the overkill damage. When it does, permanently gain Attack Damage.

Fire an explosive charge, dealing 3/3/3.1 physical damage to target and
1.5/1.5/1.55 physical damage to adjacent enemies. 20% Sunder all enemies hit for 6 seconds.
Sunder: Reduce Armor
Experiment Bonus: Dash to targets. On cast, gain max Health Shield and Attack Speed for 5 seconds.

Stop attacking and brace for 2.5 seconds, gaining Armor and Magic Resist. Vander's next attack is replaced with a strike that deals
1.7 physical damage, increased by
1.7 physical damage for each 1 or 2 cost champion on your team.

Heal 200/240/300 and deal
140/210/325 magic damage to the target.

Passive: Every 3rd attack is replaced with a spark that deals 10/15/20 physical damage to target and
physical damage to 2 nearby enemies.

Toss a bomb at target, dealing 180/270/480 magic damage. 3 mini-bombs fly out, dealing
180/270/480 magic damage to random enemies.

Passive: After surviving damage, deal 3% of the damage absorbed as magic damage to target.
Active: Gain 550/600/700 Shield for 4 seconds. Shock the nearest 3 enemies for
40/60/100 magic damage and reduce their damage by 10% for 4 seconds.

Blast target for 240/360/580 magic damage. Every third cast, splash miasma to 2 enemies within 3 hexes, dealing
220/330/530 magic damage to each.

Fire a shot towards current target that deals 20/30/50 physical damage to all enemies within 1 hex. Then, deal
20/30/50 physical damage to the unit in the center of the blast.

Restore 120/140/160 Health. Then slash, dealing
3.6/3.6/3.75 physical damage to enemies in a line. If only one enemy is hit, the damage is doubled.

Passive: Attacks deal 48/72/120 bonus magic damage.
Active: Gain 25% stacking Attack Speed for the rest of combat. After every 3 casts, gain +1 Range.

Gain 600/700/900 Shield for 4 seconds. It redirects 50% of damage taken by adjacent allies. When it expires, deal
150/225/360 magic damage in a cone.

Launch a wave at target that bounces 3 times to enemies within 3 hexes and deals 120/180/290 magic damage.

For 3 seconds, gain 0.55/0.55/0.6 Durability and create a 2-hex cloud of noxious fumes that deals
30/45/65 magic damage to enemies within. Afterwards, detonate the cloud and deal
150/225/340 magic damage to all enemies within.
Experiment Bonus: After dealing damage, dealmax bonus magic damage (1s cooldown).

Heal 0.15 over 1.5 seconds. For the duration, raise target into the air, Stunning them, and dealing
1.1 physical damage. Afterwards, slam them down, dealing
physical damage to all adjacent enemies.

Lob bombs at the nearest 3 enemies, Stunning them for 1.5/1.5/1.75 seconds and dealing 80/120/180 magic damage to each. Heal
245/255/270.

Leap towards the enemy with the fewest items within 4 hexes. Slash 3 times, dealing a total of 70/105/170 physical damage. If they die, leap again, dealing 30% less damage.

Heal 240/300/380 and ascend for 6 seconds. While ascended, heal
70/95/145 and deal
40/60/95 magic damage to adjacent enemies every second. On takedown, the ascension's duration is extended by 2 seconds.

Throw 3 cards at different targets.
Blue Card: Restore 90/110/140 Health to the lowest Health ally.
Red Card: Deal 120/180/275 magic damage to the largest circle of enemies.
Yellow Card: Deal 240/360/560 magic damage to target and Stun them for 1 second.

Ambessa switches between two stances on cast:
Chains: Gain +1 Range. Attacks deal physical damage.
On cast, dash to target and strike in a half-circle, dealing physical damage to enemies hit.
Fists: Gain 0.25/0.25/0.45 Omnivamp and attack twice as fast.
On cast, briefly Stun target before slamming them into the ground, dealing 5/5/15 physical damage, then dash away.

Lock onto target and strafe to a nearby position, unleashing 21/21/35 missiles split between the target and all enemies within two hexes. Each missile deals 6/9/36 physical damage and reduces Armor by 1.
Every 7th missile deals physical damage and reduces Armor by.

Become energized and heal 650/750/2500 over 2 seconds. While energized, deal
120/180/1000 magic damage to a nearby enemy each second. Afterwards, deal
magic damage to all enemies within 2 hexes.
Experiment Bonus: Gain max Health. On each takedown, gain more max Health.

Summon an assault of afterimages that deals 145/215/400 magic damage to the target and
145/215/400 magic damage to 2/2/4 other nearby enemies. Afterimages reduce their target's Magic Resist by 5 for the rest of combat.

Jump to a nearby hex and web all enemies within 2 hexes, Stunning them for 1.75/2/8 seconds and dealing 120/180/1200 magic damage. Heal
400/450/2000.

Passive: After dealing damage, heal 0.01/0.01/0.05.
Active: Gain 225/250/1500 Shield for 4 seconds. Slam a massive sword on target, dealing
physical damage to them and
physical damage to enemies within 2 hexes.

Fire 5/5/7 missiles at random enemies that deal 52/78/275 magic damage. Each cast fires 1 more missile than the last.

Gain 50/50/90% Durability for 3 seconds. Over the duration, drain 50/75/225 Health from the nearest 4/4/10 enemies. Then slam down, dealing
0.6/0.9/7 magic damage to all enemies within 2 hexes.

Throw a canister at target, dealing 140/200/1000 magic damage to them and releasing 4/4/8 monstrosities. Monstrosities attack 5 times and deal
38/58/100 magic damage per attack.

For the next 8 attacks, gain 75% Attack Speed, infinite range, and replace attacks with a piercing bolt that targets random enemies. Bolts deal 18/25/120 physical damage, reduced by 40/40/10% for each enemy they pass through.
Experiment Bonus: After every 5 attacks, deal physical damage to the nearest enemy equal to of their max Health.

Gain 280/325/1200 Shield for 3 seconds, then Stun target for 1.5 seconds. Slam them down, dealing
6/6/12 physical damage to them and causing a shockwave in their row. Enemies hit take
1.8/1.8/5 physical damage and are briefly knocked up.

Launch a star at target that deals 140/210/450 magic damage. It bounces to the farthest enemy within 4 hexes, then bounces back to the target. This effect repeats 2/2/4 times, hitting a different enemy each time.

Enter a sniper's stance and call in an airship that circles the battlefield for 5 seconds, dropping 4/4/20 bombs at a random cluster of enemies over the duration. Bombs deal 20/30/100 physical damage in a one-hex circle.
Whenever an enemy is caught in the epicenter of an Air Raid blast, reduce their Armor and Magic Resist by 20 and fire a shot towards them, dealing physical damage.

Passive: Summon a placeable Hextech Forge. On cast, the 3 allies closest to it gain 200/275/1800 Shield for 4 seconds. If it's dead, revive it with 100% Health.
Active: Summon 2 Hexgates and knock target into one of them, dealing 6/6/80 physical damage and sending them flying back to their original position. While flying, they deal
2.5/2.5/80 physical damage to all other enemies in the path.

Jinx alternates between Zap, Flame Chompers, and Death Rocket for her ability.
Zap: Deal physical damage to enemies in a line and Stun them for 1.25/1.5/10 seconds.
Flame Chompers: Deal physical damage to 3 1-hex circles of enemies.
Death Rocket: Fire a rocket at the center of the board that physical damage to ALL enemies, reduced by 10% for each hex they are away from the epicenter.

Chain together the nearest 4/4/20 enemies for 5 seconds, dealing 590/888/5000 magic damage split between them. When one takes damage, 12/20/100% of the amount is split as bonus true damage to the others.
LeBlanc's next 3 attacks deal 150/225/900 bonus magic damage, increased by 50% for each enemy killed by the initial damage.

Summon a gate in a 5-hex line across target. Enemies hit take 100/150/1000 magic damage and are 20% Shredded for 4 seconds. Malzahar spreads 5 stacks of infection between enemies hit.
Infection deals 16/24/400 magic damage per second for the rest of combat. This effect can stack infinitely. When an infected target dies, they spread their stacks to nearby enemies.
Shred: Reduce Magic Resist

Briefly gain 40% Durability and summon a massive claw, dealing 160/240/800 magic damage to the most enemies in a line. The 4 closest enemies take 25% more damage and are pulled towards Mordekaiser.
For the next 10 seconds, gain 30% Omnivamp, +1 Attack Range, and replace every attack with a slam that deals 330/500/3000 magic damage to target and
160/240/800 magic damage to all other enemies within 2 hexes.

Call down a rain of 5 missiles on target's row that each deal 450/675/4000 magic damage, Wound, and 1% Burn units hit for 5 seconds. For each missile that doesn't hit an enemy, restore 20 Mana.
If there's only 1 enemy left, fire all of the missiles at them.
Burn: Deal a percent of the target's max Health as true damage every second
Wound: Reduce healing received by 33%

Randomly cast 1 of 3 spells, with a chance of a Jackpot!

Dash to a nearby hex, then gain 300/600/10000 Shield and grant the same Shield to 2 nearby allies. 50% of the damage blocked by the Shields is stored as unstable energy. After dashing, deal 200/500/2700 magic damage to 3 nearby enemies.
Every 3rd cast, unleash the unstable energy + as magic damage split between the 5 nearest enemies.

Passive: Attacks are replaced with a Death Ray that deals magic damage and 25/90/1000 true damage in a 2-hex line.
Active: Summon a chaos storm that engulfs the battlefield, knocking up ALL enemies into the air for 2/3/30 seconds. At the end of the duration, slam them to the ground, dealing 175/700/9999 plus 3/10/100% of their max Health as magic damage.

Passive: While Bloodfrenzied, move faster, gain Omnivamp, 40% Attack Speed, and deal
180/300/1088 physical damage each second to target. After killing 5 enemies, become Unstoppable and Bloodfrenzied for the rest of combat.
Active: Become Bloodfrenzied for 4 seconds.
Experiment Bonus: On kill, Stun enemies adjacent to the dead target for second.