
Heal 325/400/650, then deal
80/120/180 physical damage to the current target.
N.O.V.A. Strike: Cleave the battlefield, briefly knocking up all enemies and dealing physical damage.

Every unit and trait in Set 17.

Heal 325/400/650, then deal
80/120/180 physical damage to the current target.
N.O.V.A. Strike: Cleave the battlefield, briefly knocking up all enemies and dealing physical damage.

Passive: For every 1% missing Health, gain 2/2/2.5% Attack Speed
Active: Deal 120/180/285 physical damage to the target, increased by 50% if they're a tank.

Passive: Attacks have a 15% Lucky chance to fire an empowered Headshot, dealing 190/285/540 physical damage.
N.O.V.A. Strike: Mark all enemies, increasing damage taken by 10%. The first time marked targets drop below 50% Health, Headshot them for 190/285/540 physical damage.
Lucky: Check twice and take the better outcome.

Deal 210/290/420 magic damage to the lowest Health enemy in range and permanently gain 12/18/33 maximum Health. If this kills them, permanently gain 30/40/70 maximum Health instead.
(Current Bonus: + Health)

Active: Fire a blast at the current target that deals 170/255/380 physical damage. Every 7 takedowns, gain a drone that deals
8/12/18 physical damage to the current target on cast.

Gain 420/480/620 Shield for 4 seconds. Bash the current target, dealing
100/150/225 magic damage and stunning them for 1.75/1.75/2 seconds.

Hurl a shard towards the current target, dealing 250/375/600 magic damage to the first target it hits. After hitting its initial target or at its final destination, the dagger explodes dealing
50/75/115 magic damage to nearby targets.

Transform for 6 seconds, temporarily gaining 300/400/600 max Health, entering, and dealing 30/45/70 magic damage to adjacent enemies each second.

Gain 400/475/575 Shield for 4 seconds. For the duration, allies within two hexes gain
15/25/60 Armor and Magic Resistance.
Meep Bonus: Meeps grant 125/160/210 Shield to the nearest allies for 4 seconds.

Heal 200/220/260, then briefly knock up adjacent enemies and deal
80/120/180 magic damage.

Stab the target, causing them to bleed for 400/600/1100 physical damage over 18 seconds. After the attack, leap to the highest percent Health enemy within 3 hexes.

Passive: Attacks deal 30/45/100 bonus magic damage and an additional
70/105/190 stacking magic damage over 6 seconds. While an enemy has 5 or more stacks, Teemo is in.
Active: Gain 150% Attack Speed for 3 attacks.

Draw a card with a value between 1 and 9 by Lucky chance, then throw it at the target. Based on the card drawn, deal between 30/45/70 and
680/1020/1550 magic damage. Overkill damage bounces to the nearest enemy.
If a 9 is thrown, generate 1 gold. If a 1 is thrown, take 15% max health true damage.
Lucky: Check twice and take the better outcome.

Call down a Meepteor on the target that deals 330/495/750 magic damage.
Meep Bonus: An additional 2 mini Meepteor are called down on nearby targets dealing 31/47/70 magic damage each.

Reposition next to the target to strike the most enemies. Then throw 5 piercing kunai, each dealing 39/59/88 physical damage to the first enemy hit, reduced to
0.4 for each subsequent target. Kunai remove 1 Armor, 2 if they crit.
N.O.V.A. Strike: Slice all enemies, applying Wound and a bleed that deals 14/18/25 physical damage each second. Kunai increase the damage of the bleed by 12%.

Unleash a flurry of 12 slashes at the current target over 2 seconds, dealing
22/33/50 physical damage each.

Passive: Every 5th attack, launch a returning boomerang at the target that travels two hexes past the first enemy it hits. It deals 225/340/560 physical damage, reduced by 75% per hit.
Meep Bonus: 1 Meeps attack alongside Gnar, dealing physical damage per second.

Heal 415/470/630 over 2 seconds. Then, deal
200/300/450 magic damage to target and enemies adjacent to them and 30% Chill them for 2 seconds.

Passive: Attacks deal magic damage. Gwen is in while targeting an enemy below 50% Health.
Active: Dash to a nearby hex to snip the lowest percent Health enemy, dealing 155/235/440 magic damage to the target and
75/110/215 magic damage to enemies in a cone. If this kills, dash and snip again at 65% damage!

Enter a defensive stance for 3 seconds, reducing incoming damage by 20/25/30 and gaining 400/450/500 Shield. When the stance ends, strike all nearby enemies, dealing
magic damage and Stunning them for 1/1.25/1.5 second(s).

Fire a barrage of rockets in a cone, each dealing
29/44/70 physical damage to the first target hit.

Heal Health over seconds. Slam the target, dealing
180/270/425 magic damage and knocking up for 1/1/1.5 seconds. The impact creates meepwaves that deal of these effects in the target's row.
Meep Bonus: Meeps water Meepsie's flower, increasing all incoming Healing and Shielding by .

Kick a ball at the current target that deals 200/300/470 magic damage. On impact, the ball has a 100% Lucky chance to bounce to a new target dealing
60/90/150 magic damage. These bounces can trigger additional bounces, but the odds halve with each bounce.
Milio has a 40% chance to cast an additional time at an additional target. Bonus casts can trigger more bonus casts.
Lucky: Check twice and take the better outcome.

Gain 350/450/625 Shield. Each second for the next 6 seconds, gain
75/100/115 more Shield and deal
45/70/100 magic damage to adjacent enemies. When this ability ends, consume the remaining Shield and heal for 40% of its value.

Gain 275/300/500 Shield and 15% Durability for 4 seconds. Over the duration, deal
30/45/70 physical damage each second to enemies in a cone.

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 120/180/360 physical damage. Then, teleport behind them and cleave, dealing
210/315/720 physical damage to them and
physical damage to nearby enemies.

Fire a paddle star at the current target, dealing 68/102/180 magic damage to the first target hit and
36/54/88 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 5 times.

Open a 2 hex rift containing the target, Hacking enemies within for 4 seconds and dealing 80/120/190 magic damage to each, plus
400/600/960 magic damage split between all enemies hit.
Hacked enemies store 10% of all damage they take. When the Hack ends, they take true damage equal to the stored damage. The Hack ends early if it would kill the target.

Passive: Attacks deal 52/78/135 bonus magic damage.
Active: Gain 230/280/450 Shield and summon 3 encircling orbs for 3 seconds. Orbs deal
60/90/160 magic damage to enemies they pass through, and rotate faster based on Attack Speed.

Dash through the current target, dealing 0.5 magic damage. Every third cast also summons a Mega Meep after a delay, briefly knocking the target up and dealing
magic damage. Adjacent enemies take 50% damage.
Meep Bonus: Add Meep to the bait, increasing Mega Meep damage by .

Gain 450/525/650 Shield for 3 seconds. Over the duration, drain
55/85/130 Health from the nearest 3 enemies. Then slam down, dealing
80/120/180 magic damage to all enemies within 2 hexes.

Passive: On takedown, gain 10 mana.
Active: Fire 16 missiles in a 2-hex radius around the current target, dealing 30/45/72 physical damage each.

Passive: Gain a different secondary effect each game based on the Stargazer constellation.
Active: Call down something from the sky, dealing 150/225/360 magic damage to 3 nearby enemies and do some special effect based on this game's Stargazer Constellation.

Passive: Gain 50% more max Health from all sources.
Active: Converge an X-shape of vines on the target, dealing 100/150/225 magic damage to each enemy hit and Stunning them for 1.5/1.5/1.75 seconds.
N.O.V.A. Strike: Send forth a wave of dragons that stun all enemies for 1.5/1.5/1.75 seconds. For the rest of combat, Maokai's attacks deal 100/150/225 bonus physical damage.

Field Miss Fortune to choose whether she activates Conduit Mode, Challenger Mode, or Replicator Mode. The chosen mode determines her ability and her trait.


Passive: On combat start, forge a temporary completed item. If 3 items are already equipped, a random completed item becomes Radiant this combat instead.
Active: Gain 125/200/500 Shield for 3 seconds, then breath fire in a cone dealing
180/270/430 magic damage. After any Shield on Ornn expires, Ornn enters for 2.5 seconds.

Gain 20% Durability for 1 seconds, healing 500/550/650 over the duration. Afterwards, slash forward in a line, dealing
400/600/1000 physical damage to enemies hit and knocking them up for 1 second.

Passive: Whenever an enemy is knocked up, shoot them, dealing 375/560/900 physical damage and entering for 3 seconds.
Active: Unleash a volley of bullets at the target, dealing 375/560/900 physical damage and knocking up for 0.75 seconds.

Passive - Proximity Blast: Whenever an enemy enters a hex radius, fire a blast in a cone towards the closest adjacent hex that deals
85/125/200 physical damage with 30% falloff per hex. Each adjacent hex has a 5 second cooldown, and starts combat on cooldown.
Active: Gain 150/175/200 Shield for 3 seconds and reposition up to one hex to maximize the number of targets within Proximity Blast's radius. Reset Proximity Blast's cooldowns.

Channel a one-hex psionic storm that follows enemies for 5 seconds. Each second, it grows larger and deals 200/300/530 magic damage to enemies within, reduced by 60% per hex from the epicenter.

Channel a deathbeam in a line towards the current target for 4 seconds. It deals 335/505/2000 magic damage per second, reduced by 80% per enemy it passes through. Deathbeam ignores 30% of the enemy's Magic Resist.

Strafe to a nearby position, unleashing 21 missiles split between the target and all enemies within two hexes. Missiles deal 110/165/900 physical damage with a 20% Lucky chance of firing a mega missile that deals
3.5 instead.
Meep Bonus: Every 8 seconds, launch an Explosive Meep at the target, dealing 110/165/900 physical damage in a one hex radius on impact.
Lucky: Check twice and take the better outcome.

Gather the force of a black hole, dealing 630/945/5000 magic damage split between the target and the 2/2/4 closest enemies to them. The target takes an additional
180/270/1000 magic damage.

Passive: Attacks and Abilities mark the target. When an enemy reaches 3 marks, Wolf consumes the marks, dealing 115/175/900 physical damage.
Active: Jump up to 1 hex away and fire arrows at the nearest 3/3/5 targets, each dealing 115/175/900 physical damage.
N.O.V.A. Strike: Gain 15% Damage Amp. Now and every 4.5 seconds after, add a mark to all enemies.

Passive: Attacks deal 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 95/145/750 magic damage.

Passive: Every third attack is a doubleslash that deals 70/105/550 bonus physical damage.
Active: After brief meditation, enter a Psi-State for 5 seconds, gaining 10% Omnivamp, 70% Attack Speed, and increased movement speed. Twice a second, fire a psychic projection at a random nearby enemy that deals 55/85/600 physical damage

Transform for 3 seconds, gaining 550/650/2500 Health and tethering to nearby champions. Over the duration, deal
100/150/3000 magic damage to the closest 3 enemies and restore
125/185/3000 health to the closest 2 injured allies.

Toss a disco bubble at the target that deals 460/690/5000 split between enemies in a one hex radius. The explosion sends 3 globs towards nearby enemies that deal
125/185/1000 magic damage. On cast, Nami enters for 3 seconds.

Gain 475/575/2000 Shield for 4 seconds. Summon an astrolabe to crash down on a nearby hex, dealing
120/180/2000 magic damage to enemies within 2 hexes. Then, push the astrolabe towards the end of the board, dealing
100/150/2000 magic damage. All enemies hit by the astrolabe are knocked up for 1.5/1.75/8 seconds.

Gain 675/825/2000 shield for 4 seconds. Then, strike enemies in a three hex line, dealing
50/75/700 magic damage.
Meep Bonus: Reduce the damage of incoming attacks by 3. After being attacked 20 times, deal magic damage in a two hex radius.

Passive: This Ability adapts to Attack Damage or Ability Power, whichever is higher. Attacks deal 100/150/1000 physical damage.
Active: Dash to a nearby hex, gaining 100/150/1200 Shield for 2 seconds and slashing adjacent enemies for 100/150/1000 physical damage. Every third cast, leap into the air and launch a wave of energy that deals
100/150/1000 physical damage to enemies in a line.

Passive: Once per combat after dropping below 35% Health, gain Shield for 4 seconds equal to 40% of healing received this combat.
Active: Heal 300/360/1500, then tongue lash all enemies within two hexes dealing
45/60/1500 magic damage.

Enter a defensive stance for 4 seconds gaining 20/20/60% Durability. While in the defensive stance, attract nearby enemy projectiles and heal 900/1300/3000 over the duration. When this ends, release a shockwave that deals
as physical damage in a 2-hex range.

Passive: Attacks bounce to strike 3/3/5 times, dealing 60/60/30% reduced damage per target hit and leaving a Feather behind the final target.
Active: Gain 75% Attack Speed for the next 6 attacks. At the end, recall all Feathers split between the closest 3 enemies, dealing 45/68/900 physical damage each. Xayah's current target takes
25/40/200 additional physical damage per feather.

Passive: Swords fly out in a grid dealing physical damage to enemies they hit.
Active: Launch 20 swords into the air and gain 25% Durability. When they land, they deal physical damage to enemies they hit in a 1-hex range.

Summon a flying saucer over the current target that lasts 5 seconds. Each second it deals 240/360/3000 magic damage to the target, plus
135/205/1500 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 15/20/100% chance to abduct them and create a 1-star copy on your bench.
Meep bonus: On combat start, grant the nearest Meeple allies an additional Meep.

Passive: Every 2/2/0.5 seconds, call down a bolt on the highest Health nearby enemy that deals 60/90/150 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 magic damage. They crash down into the disco ball, dealing
175/265/5000 magic damage in a three hex radius. Enter for 1 second per enemy hit.

Passive: Every 2 attacks, reveal a Vital on the target. If a Vital exists, dash to attack it dealing 37/56/777 bonus true damage and heal for 15% of the damage dealt.
Active: Reveal 6 Vitals on the target and quickly attack them all. If the target dies, remaining Vitals transfer to the nearest enemy. Upon striking the final Vital, create a two hex aura that heals allies within for 0.15 over 5 seconds.

Passive: Attacks fire 5 projectiles in a cone that deal 390/585/5555 physical damage each.
Active: Fire an explosive shell that deals 390/585/5555 physical damage to the target, and
135/200/3333 physical damage to adjacent enemies.

Passive: Jhin has a fixed attack speed of 0.9/0.9/1.4 and converts every 100% of bonus Attack Speed into 0.75 bonus Attack Damage.
Active: Summon 4 spectral hands that fire alongside Jhin for the next 4 attacks. Each hand deals 41/62/644 physical damage per shot. The final shots deal 244% more damage and pierce through the most enemies in a line, dealing 44% reduced damage per target hit.

Passive: On cast, attacks gain 25/40/777 stacking bonus magic damage. Starting from the third cast, gain true damage instead.
Active: Gain 200/250/3456 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 50/50/99% while allies within gain 80/80/999% Attack Speed, both rapidly decaying over 3 seconds. Shen always gains his rift's full bonus for this duration.

Hurl a chunk of magnetic debris at the nearest target without one, dealing 300/450/999 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 magic damage, then crush all the debris onto the target, dealing
720/1100/9999 magic damage and briefly stunning them.

Passive: Every time Vex attacks, Shadow strikes a nearby enemy, dealing 27/40/250 magic damage. Whenever an enemy is struck 5 times by Shadow, Shadow strikes them again.
Active: Shadow launches 3 empowered strikes, dealing 130/195/1000 magic damage instead.

Create a clone behind the target with 25/35/40% reduced max Health and 30 increased Mana cost. The clone inherits its creator's items, stats, and current Health, and can cast Quantum Clone.