Oriana Seraphine carry
★★
Jayce

Jayce

5
Innovator
Transformer
Enforcer

To the Skies!/Shock Blast

Mana: 0/60

To the Skies!: Jayce overcharges himself, becoming unstoppable and gaining a shield for 3 seconds. Jayce then attacks twice, cleaving enemies in front of him for % of his Attack Damage as physical damage before leaping to the skies and slamming down on his target. Enemies within 2 hexes take the same damage and suffer a % reduction in Armor and Magic Resist for 5 seconds.Passive: Jayce gains 40 Armor and Magic Resist.------------------------------------Shock Blast: Jayce summons an acceleration gate, granting allies within the same row % Attack Speed for 5 seconds. He then replaces his next 3 attacks with orbs of electricity that deal % of his Attack Damage as physical damage in an area around his target. The 3rd orb has an increased area of effect.Passive: Jayce's range is increased by 4 hexes and he gains Attack Damage.

To the Skies!

Armor and Magic Resist Shred : 50% / 50% / 70%

Shield Amount : 400 / 600 / 3000

Attack Damage : 160% / 170% / 1000%

------------------------------------

Shock Blast

Attack Damage Gain : 35 / 60 / 1000

Attack Speed % : 50% / 75% / 300%

Percent of Attack Damage : 170% / 180% / 500%

★★
Orianna

Orianna

4
Enchanter
Clockwork

Command: Shockwave

Mana: 80/180

Orianna sends out her ball towards the largest group of champions, then commands it to release a shockwave. Allies within 2 hexes gain shield for 4 seconds, while enemies within the area are briefly knocked up and dealt magic damage. Enemies adjacent to the ball are drawn in and stunned.

Shield Amount : 100 / 160 / 400

Damage : 350 / 550 / 1200

Stun Duration : 1.5 / 1.5 / 4

★★
Seraphine

Seraphine

4
Innovator
Socialite

Encore

Mana: 80/160

Seraphine projects her song towards the largest group of unit dealing magic damage to enemies. Allies it passes through are healed Health and gain Attack Speed for 4 seconds.

Damage : 250 / 400 / 1000

Healing : 250 / 400 / 1000

Attack Speed Bonus : 30% / 50% / 150%

★★
Braum

Braum

4
Bodyguard
Syndicate

Vault Breaker

Mana: 100/180

Braum slams his vault door into the ground, creating a fissure towards his target. Enemies within 2 hexes of Braum and those struck by the fissure, are stunned for a few seconds and take magic damage.

Damage : 100 / 200 / 600

Stun Duration : 2 / 3 / 6

★★
Leona

Leona

3
Bodyguard
Academy

Solar Eclipse

Mana: 75/125

Leona calls down a beacon of light upon herself, granting herself a Health shield for a few seconds. Leona and allies within 2 hexes gain Armor and Magic Resistance for the same duration.

Shield Amount : 400 / 650 / 1000

Duration : 5 / 5 / 8

Armor and Magic Resist : 30 / 50 / 80

★★
Taric

Taric

3
Enchanter
Socialite

Starlight Bastion

Mana: 50/100

Taric heals himself and the lowest Health ally. Any overhealing is converted to a shield that lasts 4 seconds.

Heal : 375 / 475 / 600

★★
Janna

Janna

4
Enchanter
Scholar
Scrap

Monsoon

Mana: 80/180

Janna summons a Monsoon, knocking back nearby enemies and stunning them. The Monsoon heals your team over 3 seconds.

Heal : 275 / 350 / 1000

Stun Duration : 0.5 / 0.5 / 4

★★
Yuumi

Yuumi

5
Scholar
Academy
Cuddly

Final Chapter

Mana: 80/200

Yuumi and Book detach and then launch multiple waves toward the farthest enemy, each dealing magic damage and stunning enemies for 0.75 seconds. She then attaches to the nearest ally.

Damage : 45 / 80 / 247

Waves : 3 / 5 / 33

1

Enforcer

Enforcers stun enemies at the start of combat. They break free after 5 seconds, or after losing 40% or their maximum Health. Enforcers will not try to stun enemies who are immune to crowd control effects.

- (2) The enemy who has the most Health

- (4) And the enemy who dealt the most damage last combat

2

Innovator

Innovators build a mechanical companion to join the battle. The companion receives bonus Health and Attack Damage based on allied Innovators' star levels.

- (3) Mechanical Scarab

- (5) Mechanical Bear

- (7) Mechanical Dragon

1

Transformer

- (1) Jayce adopts melee form when placed in the front 2 rows, and ranged form in the back 2 rows.

1

Clockwork

Your team has increased Attack Speed, with an increase per augment in the Hexcore.

- (2) 10% Attack Speed + 5% per augment.

- (4) 30% Attack Speed + 10% per augment.

- (6) 55% Attack Speed + 15% per augment.

3

Enchanter

Your team has bonus Magic Resist. Enchanters gain bonus healing and shielding.

- (2) +20 Magic Resist; 25% healing and shielding

- (3) +35 Magic Resist; 40% healing and shielding

- (4) +50 Magic Resist; 60% healing and shielding

- (5) +75 Magic Resist; 100% healing and shielding

2

Socialite

Socialite reveal a spotlight on the battlefield. The unit standing in the spotlight at the start of combat gains unique bonuses.

- (1) 20% bonus damage

- (2) and 5 Mana per second

- (3) and heal for 30% of all damage they deal

1

Syndicate

Certain allies are cloaked in shadows, gaining 50 Armor, 50 Magic Resist and 20% Omnivamp (healing for a percentage of all damage dealt.)

- (3) The Syndicate champion with the lowest percent Health

- (5) All Syndicate champions

- (7) Your whole team, and the effects are increased by 50%

2

Bodyguard

Bodyguards have increased Armor. Shortly after combat begins, Bodyguards gain a Shield and taunt adjacent enemies, forcing them to attack the Bodyguard.

- (2) 100 Armor, 100 Shield

- (4) 200 Armor, 300 Shield

- (6) 350 Armor, 600 Shield

- (8) 500 Armor, 1000 Shield

2

Academy

Academics have bonus Attack Damage and Ability Power. They also learn from their allies, gaining and additional bonus whenever an ally casts their Ability.

- (2) 18 Attack Damage and Ability Power; 3 from allies' casts

- (4) 35 Attack Damage and Ability Power; 5 from allies' casts

- (6) 50 Attack Damage and Ability Power; 8 from allies' casts

- (8) 70 Attack Damage and Ability Power; 12 from allies' casts

1

Scrap

At the start of combat, components held by Scrap champions turn into full items for the rest of combat. Also, your team gains a shield for each component equipped by your team, including those that are part of a full item.

- (2) 1 component, 20 shield

- (4) 3 components, 35 shield

- (6) All components, 60 shield

2

Scholar

Your team gains Mana every 2 seconds.

- (2) 5 Mana

- (4) 10 Mana

- (6) 20 Mana

1

Cuddly

- (1) At the start of combat, Yuumi attaches herself to the nearest ally, or to the lowest Health ally after being unattached for 2 seconds. Attaching to an ally grants them a shield equal to 60% of Yuumi's maximum Health. Yuumi detaches if the shield breaks.While attached, Yuumi is untargetable and cannot attack, but gains 5 Mana per second, and 10 Mana whenever the ally attacks.

Kog'maw Hộ vệ
★★★
Garen

Garen

1
Protector
Academy

Decisive Strike

Mana: 50/90

Garen shrugs off all crowd control effects, empowering his next strike to deal 200% of his Attack Damage, plus an additional % of his missing Health in bonus physical damage. This ability can be cast while stunned.

Percent Missing Health Damage : 20% / 20% / 20%

★★★
Kassadin

Kassadin

1
Protector
Mutant

Null Sphere

Mana: 60/100

Kassadin fires an orb of void energy at his target, dealing magic damage and granting Kassadin a shield that reduces incoming damage by 35% for 4 seconds. Enemies hit by the orb suffer a increased Mana cost for their next Ability cast.

Damage : 250 / 325 / 400

Mana Reave : 35% / 50% / 65%

★★★
Caitlyn

Caitlyn

1
Sniper
Enforcer

Ace in the Hole

Mana: 0/110

Caitlyn takes aim at the farthest enemy, firing a deadly bullet towards them that deals magic damage to the first enemy it hits.

Damage : 800 / 1400 / 2250

★★
KogMaw

KogMaw

2
Sniper
Twinshot
Mutant

Barrage

Mana: 0/30

For 3 seconds, Kog’Maw gains infinite Attack Range, 75% Attack Speed, and his attacks deal % of the target's maximum Health as bonus magic damage.

% Health as Damage : 6% / 7% / 10%

★★
Sion

Sion

4
Colossus
Protector
Imperial

Decimating Smash

Mana: 100/175

Sion winds up for a moment, then smashes his axe down. All enemies within a large area are knocked up, stunned for a few seconds, and dealt magic damage.

Damage : 300 / 360 / 750

Stun Duration : 1 / 1.5 / 4

★★
ChoGath

ChoGath

3
Bruiser
Colossus
Mutant

Feast

Mana: 100/150

Cho’Gath devours the lowest Health enemy within range, dealing magic damage. If this kills the target, Cho’Gath gains a stack of Feast, up to max stacks. Each stack of Feast permanently grants 2% bonus Health and size.

Damage : 800 / 900 / 1000

Maximum Feast Stacks : 20 / 40 / 999

1

Academy

Academics have bonus Attack Damage and Ability Power. They also learn from their allies, gaining and additional bonus whenever an ally casts their Ability.

- (2) 18 Attack Damage and Ability Power; 3 from allies' casts

- (4) 35 Attack Damage and Ability Power; 5 from allies' casts

- (6) 50 Attack Damage and Ability Power; 8 from allies' casts

- (8) 70 Attack Damage and Ability Power; 12 from allies' casts

3

Protector

Protectors shield themselves for 6 seconds whenever they cast an Ability. This shield doesn't stack.

- (2) 20% maximum Health shield

- (3) 35% maximum Health shield

- (4) 45% maximum Health shield

- (5) 60% maximum Health shield

3

Mutant

Mutants gain unique bonuses. These are different each game.

- (3) ??? (Randomly selected per game)

- (5) ??? (Randomly selected per game)

1

Enforcer

Enforcers stun enemies at the start of combat. They break free after 5 seconds, or after losing 40% or their maximum Health. Enforcers will not try to stun enemies who are immune to crowd control effects.

- (2) The enemy who has the most Health

- (4) And the enemy who dealt the most damage last combat

2

Sniper

Innate: Snipers gain 1 hex Attack Range.Snipers deal bonus damage for each hex between themselves and their target.

- (2) 8% bonus damage

- (4) 16% bonus damage

- (6) 30% bonus damage

1

Twinshot

Twinshots gain bonus Attack Damage. When a Twinshot attacks, they have a chance to attack twice instead.

- (2) 5 Attack Damage, 40% chance

- (4) 30 Attack Damage, 70% chance

- (6) 60 Attack Damage, 100% chance

1

Imperial

At the start of combat, the Imperial who dealt the most damage last combat becomes the Tyrant. The Tyrant deals bonus damage. When the Tyrant dies, the Imperial who has dealt the most damage this combat becomes the new Tyrant.

- (3) The Tyrant deals 75% bonus damage

- (5) The Tyrant deals 125% bonus damage and the other Imperials deal 50% bonus damage

2

Colossus

Innate: Colossi are bigger, more powerful, and immune to crowd control effects. However, each Colossus requires 2 team slots.

- (2) Colossus champions take 25% less damage.

1

Bruiser

Your team gains bonus maximum Health. Bruisers gain double the bonus.

- (2) 125 Health

- (4) 225 Health

- (6) 350 Health

- (8) 700 Health