
Passive: Reduce all incoming damage by 240/360/600.
Active: Deal 240/360/600 magic damage to the current target and Stun them for 2 seconds.
Every unit and trait in Set 14.

Passive: Reduce all incoming damage by 240/360/600.
Active: Deal 240/360/600 magic damage to the current target and Stun them for 2 seconds.

Passive: Gain 30% more max Health from all sources.
Active: Flex, healing 75/115/175 Health, then deal
2 physical damage to the current target.

Gain 350/425/525 Shield for 4 seconds and deal
110/165/250 magic damage to adjacent enemies.

Fire wolf at the current target, dealing 20/30/45 physical damage. Overkill damage bounces to the nearest enemy.

For the next 5 seconds, gain 50% Attack Speed and attacks deal 9/14/20 bonus physical damage.

Hack the target and the nearest non-hacked enemy, dealing 400/600/1000 magic damage over 16 seconds.

Deal 220/330/500 magic damage to the current target and
75/115/170 magic damage to the 2 nearest enemies. Heal 100/125/210 Health + 20/25/40 per enemy hit.

Throw a buckler at the farthest enemy within 4 hexes, dealing 100/150/225 magic damage to them and
magic damage to enemies within 1 hex. Gain
425/500/600 Shield.

Fire a soundwave through the current target that deals 250/375/600 magic damage, reduced by 40% for each enemy hit.

Passive: Gain 1.5% Attack Damage for each kill this game. (,)
Active: Deal 40/60/90 physical damage to the current target.
Kingpin bonus: Teleport behind the lowest Health enemy within 3 hexes and deal 0.66 bonus physical damage. If this kills, immediately cast again with 75% damage.

Gain 150/200/250 max Health and deal
100/150/225 magic damage to the current target. If they die, gain an additional 75/100/125 Health.

Gain 260/335/500 Shield that rapidly decays over 4 seconds. Vi's next attack deals
5 physical damage.

Send a large vine towards the current target, Stunning them for 1 second and dealing 305/460/685 magic damage. Send a smaller vine at the nearest target that deals
150/225/340 magic damage. Grant all allies 100% Attack Speed.

Heal 200/220/260 Health, then deal
0.05 physical damage and 20% Sunder enemies within 1 hex for 6 seconds.
Kingpin bonus: Increase Ability range to 4 hexes. Damage reduced by 5% per hex away. Heal Health for each enemy hit.

Heal Health and deal
180/270/410 magic damage to the current target.

Passive: Attacks fire 5 projectiles in a cone that deal physical damage each. Graves casts every 2 attacks.
Active: Dash next to the target and quickly fire 2 empowered shells that deal physical damage per projectile.

Heal 350/400/600 Health. Deal
150/225/350 magic damage the current target and
60/90/140 to enemies within 1-hex. Reduce their Magic Resist by 15 for the rest of combat.

Fire a bouncing grenade that hits four enemies, dealing physical damage and 20% Sundering them for
4.4 seconds. The fourth bounce returns to the initial target and deals
physical damage.

Send 5 sigils, alternating between the current target and the next nearest enemy, each dealing 75/115/170 magic damage. Every cast, send 1 more sigil.

Passive: Gain 0.15 Omnivamp.
Active: Deal physical damage to the current target. Then, summon 3 packmates that deal
physical damage and 1 Alphas that deal
physical damage to the current target.

Knock the target into the air for 1.75 seconds. Over the duration, heal 220/250/300 Health and deal
5.25 physical damage to the target.

First cast: Every second for the rest of combat, heal 6/8/10 Health and deal
18/27/40 magic damage to adjacent enemies.
Gain 210/285/360 max Health and 10% Damage Amp.

Gain 325/375/450 Shield for 3 seconds and dredge up a missile. When the Shield ends, hurl the missile at the group of most enemies within
hexes, dealing
40/60/90 magic damage to the centermost enemy, and 50% of the damage to enemies adjacent to them.

Passive: Gain 1.5 Ability Power each Attack.
Active: Throw a card at the current target and next nearest target, dealing 220/330/500 magic damage.
Kingpin bonus: Throw two special cards at two targets that deal 245/365/550 magic damage: one Red and one Blue. Red card hits enemies in a 1-hex area. Blue card deals 50% of its damage as true damage.

Rapidly fire 3 attacks. The first two deal 0.5 bonus true damage, and the final attack deals
bonus true damage.

Deal 320/450/600 magic damage to the current target and
320/450/600 magic damage to adjacent enemies.
If Veigar is the same star level as the target, deal 25% true damage. If Veigar is a higher star level, deal 40% true damage.

Gain 375/400/450 Shield for 4 seconds. When it breaks, deal
100/150/240 magic damage to the 3 closest enemies and Chill them for 3 seconds.
Kingpin bonus: Gain 80 Armor and Magic Resist. Every 2 seconds, Braum's next attack deals 0.1 bonus magic damage.

Hurl two massive axes at the most enemies in a line, dealing physical damage before returning. Damage is reduced by 20% for each enemy hit.

Fire 4 lasers at the current target and 4 more split between the nearest 2 enemies, each dealing 54/81/125 magic damage and reducing Magic Resist by 5 for the rest of combat.

For 3 seconds, tether to the closest 3 enemies, dealing 190/285/445 magic damage per second split between them. Tethers apply 20% Shred and heal Fiddlesticks for 15% of the damage dealt.

Gain 0.55/0.55/0.6 Durability for 3 seconds. Afterwards, heal
425/500/600 Health and send a whirlwind at the enemy within 3 hexes that dealt the most damage to Galio during that time. It deals
150/225/335 magic damage and Stuns for 1.5 seconds.

Heal 300/325/380 Health, then throw a cask at the largest group of enemies within 3 hexes, dealing
150/225/335 magic damage to enemies within 1 hex.

Strike the most enemies in a semi-circle, gaining 300/350/400 Shield for 4 seconds plus
30/50/80 per enemy hit. Deal
2.8 physical damage to enemies hit and reduce their Armor by 15/18/20 for the rest of combat.

Fire 5 rockets at random enemies within 2 hexes of the current target. Each rocket deals 15/25/40 physical damage. Each cast fires an additional rocket.

Gain 4 Shield for 4 seconds. Slam the current target, dealing
200/300/500 magic damage in a 2-hex line and Stun all enemies hit for 1.25 seconds.

Heal 140/145/150 Health and leap to the lowest Health enemy in 2 hexes, dealing
physical damage. Then, strike 2 times, each dealing
physical damage.
Each cast increases leap range by 1 hex.

Passive: Attacks deal physical damage to enemies adjacent to the target.
Active: Fire a beam two hexes beyond the current target, dealing physical damage to enemies hit.

Fire a chain that deals magic damage and Stuns for 1 seconds. The chain links to the 3 closest enemies, dealing
magic damage to each.

Passive: Gain Mana every second.
Active: Launch a magic missile at the current target that bounces to the nearest enemy. Deal 60/90/140 magic damage to the current target and
60/90/140 to the other, marking both of them. If they're already marked, deal 190% damage.

Throw a fireball at the current target that deals 230/345/1200 magic damage and 2 mini-fireballs split between the target and 2 nearby enemies that deal
42/63/300 magic damage each.
Every 4 casts, instead, summon Tibbers next to the current target, dealing 270/405/1215 magic damage to enemies within 1 hex.

Fire a moon blast at the largest group of enemies that deals physical damage to enemies within 2 hexes.
Equip 4 Chakram, plus 1 more for each enemy hit by the blast, that last for 8 attacks and deal bonus physical damage each.

Throw a paint bomb at the largest group of enemies within hexes, dealing
260/390/1500 magic damage to enemies within 1 hex and
magic damage to the nearest 4 enemies.

Fire a disorienting sound blast in a cone, dealing 100/150/1500 magic damage. Gain max Health, get bigger, and increase the size of future sound blasts.

Gain Durability for 4 seconds. Deal
100/150/2000 magic damage to the largest clump of enemies within 2 hexes and Stun the center enemy for 2 seconds.
Enemies damaged by this ability take 100/150/2000 bonus magic damage from allies' attacks for 4/4/10 seconds.

Fire 9 waves of bullets towards the largest clump of enemies over 2 seconds. Enemies struck take 8/12/100 physical damage from the first bullet of each wave, and 25% less from other bullets in the same wave.
Kingpin bonus: Fire 3 more waves. Bullets pierce enemies for 40% damage.

Gain 295/315/1500 Shield for 4 seconds and create an expanding zone that pops three times, each dealing
80/120/1800 magic damage to enemies hit. The third pop Chills enemies for 3 seconds.

Passive: Gain 30% more Armor and Magic Resist from all sources.
Active: Throw an EMP at the current target that explodes after 2 seconds. It deals 120/180/1800 magic damage to enemies within 3 hexes and Stun them for 1.75/2/8 seconds.

Passive: Gain 15% Omnivamp. 150% of overhealing from Retribution's damage is converted to bonus true damage to its primary target.
Active: Send a shadow to the target, dealing 100/150/600 magic damage to all enemies it passes through. The shadow then explodes, dealing
190/285/1150 magic damage to the target and
100/150/600 to enemies within 1 hex.

Impale 6 feathers into the current target that each deal physical damage. When the target dies, the feathers seek out nearby enemies within 2-hexes, each dealing
physical damage.

Throw a shuriken at the furthest unmarked enemy within 4 hexes that deals 40/60/800 magic damage and marks them. Then become untargetable, teleport to them, and summon shadows on every other marked enemy. Deal
2.7/2.7/7 physical damage to adjacent enemies, while shadows deal
2.7/2.7/7 physical damage to adjacent enemies.

Dash to a nearby location so quickly an untargetable echo lingers. The echo Attacks as if it were Zeri, but deals 40/40/200% damage.
Echoes last 2/2/5 seconds, and disappear when Zeri dies.

Throw a bomb that hits the most enemies in a whole row and column within Attack Range, dealing 265/400/1500 magic damage to enemies within 1 hex of the center and
130/200/900 magic damage to enemies further away. If only one unit is hit, deal 100% more.

On first cast, swap places with the left-most champion on your bench and continue fighting. That champion gains 0.4/0.8/10 Attack Speed. If the swapped champion dies, return to the board.
Teleport to hit the most enemies in a line, dealing 50/120/3333 to each one, plus
560/840/9999 split between all enemies hit.
Aurora cannot swap places with another Aurora.

Gain 700/1000/21337 Shield for 1.5/1.5/10 seconds. Deal
6.5/6.5/30 physical damage to the current target and send a wave that deals
2.6/2.6/15 physical damage to enemies hit. If the wave hits 2 or fewer enemies, gain 30 Mana.

Passive: Attacks deal 100/150/999 bonus magic damage, and 50% in a one hex radius. At 50/50/90% Health, trigger 'Phase 2', then enrage for the rest of the fight, gaining 140% Attack Speed, 30/30/100% Omnivamp, and increasing the bonus magic damage by 35%.
Phase 2: Gain 4/4/60 Shield for 4/4/60 seconds. Pick up a nearby enemy, knocking up all enemies within 2 hexes for 1.5 seconds. Then, slam down, dealing
magic damage to the target and
magic damage to all other enemies hit.

Deal physical damage to enemies within 2 hexes and Burn, and Wound them for 5 seconds. Gain 400/650/10000 max Health.
First Cast: Enter frenzy mode where attacks strike twice, dealing total physical damage and can dash to new targets.
Second Cast: Frenzy mode now strikes thrice, dealing total physical damage. Cannot cast again.

Dash towards the target and fire a volley of 22 bullets over 2 seconds split between enemies within three hexes. Each bullet reduces armor by 3 and deals physical damage, reduced by 20% per hex distance from Samira (Total Damage:
).
When the volley ends, dash back to safety while dealing physical damage to the current target.
For the duration of the Ability, Samira is Unstoppable and has 0.12/0.12/1 Omnivamp.

For 5/5/60 seconds, gain 125/125/500% Attack Speed and lock-on to the lowest percent Health enemy within hexes. Attacks also fire 3 rockets, each dealing
total physical damage.
Each cast, the first time a locked-on enemy falls beneath 15/15/95% Health, execute them, reel them in, and grind them into parts.

Passive: When units die, absorb their soul and heal 0.05/0.05/1 Health.
Active: Jump to the largest clump of enemies within 2 hexes, dealing 200/300/10000 magic damage to adjacent enemies and
90/135/10000 magic damage to other enemies within 2 hexes. 20% Shred all enemies hit for 4 seconds.
Shred: Reduce Magic Resist

Passive: At 10% Health, split into two copies with 50/50/100% Health.
Active: Bounce 3 times on nearby enemies. Each bounce deals 140/210/1000 magic damage, Stuns for 1 second, and heals Zac
Health.