Attack Damange +20 Armor +20 Health +200 Ability Power +20 Magic Resist +20 Attack Speed +20% Starting Mana +20 It must do something...
Attack Damange +20 Attack Damange +40, and grants 150% bonus critical strike damage Attack Damange +20, Armor +20, and revives champion after 2 seconds with 1000hp Attack Damange +20, Health +200, and at the beginning of the battle the wearer and 2 champs to the left and right (5 champs) gain 15% Attack Speed Attack Damange +20, Ability Power +20, and heal for 33% of damage dealt by champ and not by items Attack Damange +20, Magic Resist +20, and regen 50% of damage dealt by basics Attack Damange +20, Attack Speed +20%, and every second has a 5% chance to gain 100% critical strike until the end of combat Attack Damange +20, Starting Mana +20, and after casting the ultimate for the first time, basic attack restore 15% of maximum mana on-hit Attack Damange +40, and the wearer becomes an assassin
Armor +20 Attack Damange +20, Armor +20, and revives champion after 2 seconds with 1000hp Armor +40, and reflect 100% of damage mitigated from attacks Armor +20, Health +200, and attacks deal 13% of the enemy's maximum Health as burn damage over 5s and prevent healing Armor +20, Ability Power +20, and at the start of combat, allies within 2 hexes in the same row gain a shield that blocks 250 damage. Armor +20, Magic Resist +20, and attacks have a chance to disarm for 4s Armor +20, Attack Speed +20%, and wearer dodges all Critical Strikes Armor +20, Starting Mana +20, and adjacent enemies have their Attack Speed reduced by 25% Armor +40, and wearer becomes Knight
Health +200 Attack Damange +20, Health +200, and at the beginning of the battle the wearer and 2 champs to the left and right (5 champs) gain 15% Attack Speed Armor +20, Health +200, and attacks deal 13% of the enemy's maximum Health as burn damage over 5s and prevent healing Health +400, and regenerates 6% of missing health per second Health +200, Ability Power +20, and spells deal burn damage equal to 25.0% of the enemy's maximum health over 5.0s and prevent healing Health +200, Magic Resit +20, and on start of combat an enemy is banished for 5s Health +200, Attack Speed +20%, and attacks deal 10% of the wearer's max Health as splash damage Health +200, Starting Mana +20, and on crossing below 25% Health, heal all nearby allies for 1000 Health Health +400, and the wearer becomes a Glacial
Ability Power +20 Attack Damange +20, Ability Power +20, and heal for 33% of damage dealt by champ and not by items Armor +20, Ability Power +20, and at the start of combat, allies within 2 hexes in the same row gain a shield that blocks 250 damage. Health +200, Ability Power +20, and spells deal burn damage equal to 25.0% of the enemy's maximum health over 5.0s and prevent healing Ability Power +40, and increases Ability Power by 50% Ability Power +20, Magic Resit +20, and whenever an enemy casts a spell, they take 150 damage Ability Power +20, Attack Speed +20%, and attacks grant 4% Attack Speed. Stacks infinitely. Ability Power +20, Starting Mana +20, and spells deal 200 splash damage on hit. Ability Power +40, and wearer becomes a Sorcer
Magic Resist +20 Attack Damange +20, Magic Resist +20, and regen 50% of damage dealt by basics Armor +20, Magic Resist +20, and attacks have a chance to disarm for 4s Health +200, Magic Resit +20, and on start of combat an enemy is banished for 5s Ability Power +20, Magic Resit +20, and whenever an enemy casts a spell, they take 150 damage Magic Resist +40, and gain 83% resistance to magic damage Magic Resist +20, Attack Speed +20%, and attacks on-hit have a low chance to reduce enemy's star level by 1 for the rest of combat Magic Resist +20, Starting Mana +20, and attacks on-hit have a high chance to silence, preventing the enemy from casting spells for 3s Magic Resist +40, and summon a spirit who mirrors your attacks dealing 25.0% Damage
Attack Speed +20% Attack Damange +20, Attack Speed +20%, and every second has a 5% chance to gain 100% critical strike until the end of combat Armor +20, Attack Speed +20%, and wearer dodges all Critical Strikes Health +200, Attack Speed +20%, and attacks deal 10% of the wearer's max Health as splash damage Ability Power +20, Attack Speed +20%, and attacks grant 4% Attack Speed. Stacks infinitely. Magic Resist +20, Attack Speed +20%, and attacks on-hit have a low chance to reduce enemy's star level by 1 for the rest of combat Attack Speed +40%, and wearer's attacks cannot be dodged. Attack Range is doubled Attack Speed +20%, Starting Mana +20, and every 3rd attack deals 90 splash magical damage Attack Speed +40%, and the wearer becomes a Blademaster
Starting Mana +20 Attack Damange +20, Starting Mana +20, and after casting the ultimate for the first time, basic attack restore 15% of maximum mana on-hit Armor +20, Starting Mana +20, and adjacent enemies have their Attack Speed reduced by 25% Health +200, Starting Mana +20, and on crossing below 25% Health, heal all nearby allies for 1000 Health Ability Power +20, Starting Mana +20, and spells deal 200 splash damage on hit. Magic Resist +20, Starting Mana +20, and attacks on-hit have a high chance to silence, preventing the enemy from casting spells for 3s Attack Speed +20%, Starting Mana +20, and every 3rd attack deals 90 splash magical damage Starting Mana +40, and the wearer regains 20 mana after spellcast Starting Mana +40, and the wearer becomes a Deomn
It must do something... Attack Damange +40, and the wearer becomes an assassin Armor +40, and wearer becomes Knight Health +400, and the wearer becomes a Glacial Ability Power +40, and wearer becomes a Sorcer Magic Resist +40, and summon a spirit who mirrors your attacks dealing 25.0% Damage Attack Speed +40%, and the wearer becomes a Blademaster Starting Mana +40, and the wearer becomes a Deomn Increases the unit capacity by 1

Demon
Cost 3 | Demon | Blademaster |
Slams forward, dealing magic damage to all enemies in a circle
Cost 4 | Demon | Elementalist |
Unleashes a fireball that bounces 4 / 6 / 20 times between enemies, dealing magic damage with each bounce.
Cost 1 | Demon | Shapeshifter |
Summons 1 / 2 / 4 Spiderlings with 500 health, and transforms into a Melee role melee attacker for 60 seconds, gaining 60 / 90 / 120% life steal. The Spiderlings can gain the Demon bonus.
Cost 3 | Demon | Assassin |
Roots the 3 closest enemies for 0.35 seconds, after which deals magic damage to the 3 closest enemies and blinks back 3 hexes. Damage is increased to enemies below 65% health.
Cost 3 | Demon | Sorcerer |
After a 0.5-second delay, fires chains to nearby enemies up to 3 hexes away, dealing 200 / 325 / 450 magic damage, and slowing them by 20% while the chains hold. After 3 seconds if the chains held, deals the same damage and stuns them for 2 / 4 / 6 seconds.
Cost 5 | Demon | Shapeshifter | Imperial |
Transforms for 6 seconds, dealing magic damage to all nearby enemies with each tick while healing health with each tick. At the end of his transformation, sends out a burst of energy dealing magic damage to nearby enemies.
Cost 1 | Demon | Ranger |
After charging for 1.5 seconds, fires an arrow up to 8 hexes away, dealing magic damage to all enemies hit.

Demons have a chance on-hit to deplete the target's current mana and deal true damage equal to the mana depleted.

2 = 20%

4 = 35%

6 = 60%

Dragon
Cost 4 | Dragon | Sorcerer |
After a 0.35-second delay, magic damage to all enemies in a line.
Cost 3 | Drgaon | Shapeshifter |
Dashes and transforms into a ranged attacker for 60 seconds, gaining attack damage and attack range. When transformed, her attacks set enemies on fire, dealing magic damage over 3 seconds.

While 2 Dragons are in play, all Dragons gain 83% resistance to magic damage.

Exile
Cost 5 | Exile | Blademaster |
Stab in a 2-hex line, applying on-hit effects and dealing magic damage. Every third cast instead launches a tornado in a 6-hex line, dealing the same magic damage and Airborne icon knocking up enemies for 1.5 seconds.

Exiles start combat with a shield equal to 100% of maximum health when not placed adjacent to an ally. The shield does not scale with ability power.

Glacial
Cost 5 | Glacial | Elementalist |
Channels a large hailstorm for 8 seconds, dealing magic damage each second and slowing the attack speed of enemies inside it by 50 / 70 / 90%. The storm can deal a total of 700 / 950 / 1200 magic damage, and is not canceled when she dies.
Cost 3 | Glacial | Ranger |
Fires an arrow that stuns and deals 200 / 400 / 600 magic damage to the first enemy hit. The stun lasts 1 / 1.5 / 2 seconds per hex traveled.
Cost 2 | Glacial | Guardian |
Raises a barrier for 4 seconds that redirects all incoming damage to Braum, and reduces the damage he takes through the shield by 70 / 80 / 90%.
Cost 2 | Glacial | Elementalist |
Encases the target in ice, stunning them for 1.5 seconds and dealing magic damage to nearby enemies. She also creates a 2x2 zone for 3 seconds that slows enemies within for 3 seconds. If she is below 50% health, she instead encases herself for 2 seconds, becoming untargetable.
Cost 4 | Glacial | Knight |
Creates a large glacial storm that detonates after 2 seconds, dealing magic damage and stunning for 2 / 4 / 6 seconds enemies within it.
Cost 3 | Glacial | Brawler |
For 20 seconds, gains 8% increased size and empowers his basic attacks to bounce to up to 3 / 4 / 5 enemies 1 hex away, dealing 80 / 90 / 100% AD physical damage to secondary targets, and applying on-hit effects.

Glacials have a chance on-hit to stun for 2 seconds.

2 = 20%

4 = 30%

6 = 45%

Imperial
Cost 1 | Imperial | Knight |
After a small delay, deals magic damage to all nearby enemies and heals himself for 100 / 150 / 200 health for each enemy hit.
Cost 4 | Imperial | Blademaster |
Draven starts spinning his axe, causing his next basic attack to gain 50 / 100 / 150% bonus on-hit physical damage and 100% attack speed for 5.75 seconds, stacking up to two times. The spinning axe ricochets off the target high up into the air, landing 2 seconds later at Draven's current position. If Draven catches an axe, Spinning Axe is reapplied for no additional cost on his next basic attack. Draven can hold up to two Spinning Axes in his hands at once.
Cost 3 | Imperial | Assassin |
Channels for 2.5 seconds and fires daggers at nearby enemies, dealing magic damage per tick and applying Grievous Wounds icon Grievous Wounds, reducing healing on them for 3 seconds. The channel can deal a total of 600 / 900 / 1200 magic damage.
Cost 5 | Imperial | Shapeshifter | Demon |
Transforms for 6 seconds, dealing magic damage to all nearby enemies with each tick while healing health with each tick. At the end of his transformation, sends out a burst of energy dealing magic damage to nearby enemies.

A select number of Imperials deal double damage. This does not affect items.

2 = one random imperial

4 = all imperials

Ninja
Cost 4 | Ninja | Assassin |
Deals magic damage to all enemies in a 2-hex cone. This damage has 25% chance to critically strike.
Cost 3 | Ninja | Yordel | Elementalist |
Summons a storm around him for 3 seconds, dealing magic damage each 0.5 seconds to nearby enemies, stunning for 1.5 seconds them after 3 hits. The storm can deal a total of 225 / 450 / 675 magic damage.
Cost 3 | Ninja | Blademaster |
Creates a zone around himself that follows him for 3 / 4 / 5 seconds, allowing allies inside to dodge all attacks.
Cost 3 | Ninja | Assassin |
Throw a shuriken in a 4-hex line, dealing magic damage to enemies passed.

Ninjas gains attack damage and ability power

1 = 40 ad and 40 ap

4 = 60 ad and 60 ap

Noble
Cost 1 | Noble | Blademaster |
Becomes immune to damage and spells for 1.5 seconds, and then stuns for 1.5 seconds and deals magic damage to the closest enemy.
Cost 1 | Noble | Knight |
Spins his sword around his body for 4 seconds, becoming immune to magic damage and dealing magic damage to nearby enemies each second.
Cost 5 | Noble | Knight |
Target the 1 / 2 / 3 weakest allies, making them immune to damage for 2 / 3 / 4 seconds.
Cost 4 | Noble | Guardian |
After a 0.625-second delay, calls down a solar ray that deals magic damage and slows all enemies within a 3x3 for 5 / 8 / 11 seconds. The enemy in the center is instead stunned for the same duration.
Cost 2 | Noble | Gunslinger |
Dashes away from the target enemy and then attacks twice. The first attack deals physical damage, while the second deals magic damage.
Cost 1 | Noble | Ranger |
Basic attacks apply a Silver Bolts stack. Attacking a new enemy removes all stacks from the previous target. The third stack consumes them all to deal 8 / 10 / 12% of target's maximum health bonus true damage.

Grants 60 armor and 60 magic resistance and basic attacks restore 35 health on-hit

3 = a random ally

6 = the whole team

Phantom
Cost 5 | Phantom | Sorcerer |
Channel for 3 seconds to deal 400 / 700 / 1000 magic damage to 5 / 9 / 13 random enemies.
Cost 4 | Phantom | Ranger |
Creates a zone around herself for 4 / 5 / 6 seconds that prevents nearby allies from losing health at 300 / 600 / 900 or below.
Cost 1 | Phantom | Knight |
Slam forward in a 3-hex line, dealing magic damage to the two closest enemies within.

While 2 Phantoms are in play, a random enemy will begin combat with 100 health. Works against epic monsters, but deals less damage.

Pirate
Cost 3 | Pirate | Blademaster | Gunslinger |
Periodically spawns Powder Kegs. Detonates all active Powder Kegs, applying on-hit effects and dealing 200 / 325 / 450 magic damage to enemies caught in the blast.
Cost 1 | Pirate | Gunslinger |
Basic attacks deal 5 / 10 / 15% increased physical damage and hit all enemies in a 2-hex cone.
Cost 5 | Pirate | Gunslinger |
Channels for 3 seconds and fires 14 waves of bullets in a cone, dealing magic damage with each wave. The channel can deal a total of 800 / 1250 / 1700 magic damage.
Cost 2 | Pirate | Assassin |
Dash behind the furthest enemy, creating a 1 second afterimage that then follows to deal magic damage and stun all enemies it passes through for 2 / 2.5 / 3 seconds.
Cost 2 | Pirate | Sorcerer |
After a small delay, randomly selects one of three cards, enhancing his next basic attack to deal 150 / 250 / 350 bonus magic damage and apply an additional effect: Blue Card: Restores 20 / 35 / 50 mana to himself and surrounding allies. Red Card: Deals the same magic damage to enemies surrounding the target. Gold Card: Stuns the target for 2 / 3 / 4 seconds

While 3 Pirates are in play, you begin each PvP round with a chest that grants between 0 and 4 gold, with an average value of 1.75 gold per chest.

Robot
Cost 2 | Robot | Brawler |
Pulls the farthest enemy into melee range, stunning them for 2.5 seconds and dealing 100 / 450 / 800 magic damage. Additionally his next basic attack knocks up the target.

Robots begin combat with full mana.

Void
Cost 4 | Void | Brawler |
After a 1.5-second delay, deals 200 / 400 / 600 magic damage and knocks up all enemies in a 3x3 area, stunning them for 1.5 / 1.75 / 2 seconds.
Cost 1 | Void | Sorcerer |
Basic attacks reduce target's current mana by 20 / 40 / 60, granting a shield for the same amount lasting 4 seconds.
Cost 1 | Assassin | Void |
Deals 150 / 300 / 450 magic damage to the target enemy. Instead deals 400 / 600 / 800 magic damage if they have no allies adjacent to them.
Cost 2 | Void | Brawler |
Burrows into the ground, becoming untargetable for 1 second while healing each 0.5 seconds for 150 / 300 / 450 health in total. She then unburrows, dealing 200 / 350 / 500 magic damage and knocking up for 1.75 seconds the closest enemy.

While 3 Void units are in play, Void units deal true damage.

Wild
Cost 2 | Wild | Sorcerer |
Fire an orb in a 5-hex line that then returns, dealing 100 / 200 / 300 magic damage to enemies in each pass.
Cost 4 | Wild | Yordle | Shapeshifter |
Transforms into a Melee role melee attacker for 60 seconds, gaining 300 / 600 / 900 health, 30 / 60 / 90 attack damage, jumping behind the farthest enemy and then shunts all surrounding enemies 2 hexes toward his team, Stun icon stunning them for 2 seconds and dealing 200 / 300 / 400 magic damage.
Cost 1 | Wild | Shapeshifter |
After a 0.5-second delay, heals herself and the weakest ally over 6 seconds, healing for a total of 150 / 375 / 600 health, then transforms into a melee attacker for 60 seconds, gaining 20 / 70 / 120 attack damage.
Cost 3 | Wild | Assassin |
Leaps at the weakest enemy, dealing 200 / 300 / 400% AD physical damage. After leaping, for 6 seconds, he gains 25% critical strike chance and increases his total attack speed by 40 / 70 / 100%.
Cost 1 | Wild | Brawler |
Pounces onto the lowest health enemy, stunning them for 1.5 seconds, applying on-hit effects and dealing 150 / 225 / 300 magic damage over 3 hits and healing over the duration.

Wildlings generate Fury on-hit, up to 5. Each stack gives 10% attack speed, up to 50% attack speed.

2 = Only Wildlings

4 = All allies

Yordle
Cost 4 | Yordle | Wild | Shapeshifter |
Transforms into a Melee role melee attacker for 60 seconds, gaining 300 / 600 / 900 health, 30 / 60 / 90 attack damage, jumping behind the farthest enemy and then shunts all surrounding enemies 2 hexes toward his team, Stun icon stunning them for 2 seconds and dealing 200 / 300 / 400 magic damage.
Cost 3 | Yordle | Ninja | Elementalist |
Summons a storm around him for 3 seconds, dealing magic damage each 0.5 seconds to nearby enemies, stunning for 1.5 seconds them after 3 hits. The storm can deal a total of 225 / 450 / 675 magic damage.
Cost 2 | Yordle | Sorcerer |
Grants 1 / 2 / 3 allies 300 / 475 / 650 bonus health for 6 seconds, knocking up enemies near them for 1.25 seconds.
Cost 3 | Yordle | Knight |
After charging for 0.75 seconds, swings her hammer at 1 / 2 / 3 closest enemies, dealing 300 / 500 / 700 magic damage in a line, knocking up for 1 second and stunning for 2 / 3 / 4 seconds.
Cost 3 | Yordle | Gunslinger |
Plant a bomb on the target enemy that detonates after 4 seconds or 3 basic attacks, dealing 60 / 90 / 120 magic damage to enemies within 2 hexes. The damage is increased by 50% with each basic attack, dealing up to 150 / 225 / 300 magic damage.
Cost 3 | Yordle | Sorcerer |
Deals 300 / 500 / 700 magic damage to the target enemy. If the target is a lower star level than Veigar, the target is executed.

Yordles have a chance to dodge enemy basic attacks and on-hit effects.

3 = 30%

6 = 55%

Assassin
Cost 4 | Assassin | Ninja |
Deals magic damage to all enemies in a 2-hex cone. This damage has 25% chance to critically strike.
Cost 3 | Assassin | Demon |
Roots the 3 closest enemies for 0.35 seconds, after which deals magic damage to the 3 closest enemies and blinks back 3 hexes. Damage is increased to enemies below 65% health.
Cost 3 | Assassin | Imperial |
Channels for 2.5 seconds and fires daggers at nearby enemies, dealing magic damage per tick and applying Grievous Wounds icon Grievous Wounds, reducing healing on them for 3 seconds. The channel can deal a total of 600 / 900 / 1200 magic damage.
Cost 1 | Assassin | Void |
Deals 150 / 300 / 450 magic damage to the target enemy. Instead deals 400 / 600 / 800 magic damage if they have no allies adjacent to them.
Cost 2 | Assassin | Pirate |
Dash behind the furthest enemy, creating a 1 second afterimage that then follows to deal magic damage and stun all enemies it passes through for 2 / 2.5 / 3 seconds.
Cost 3 | Assassin | Wild |
Leaps at the weakest enemy, dealing 200 / 300 / 400% AD physical damage. After leaping, for 6 seconds, he gains 25% critical strike chance and increases his total attack speed by 40 / 70 / 100%.
Cost 3 | Assassin | Ninja |
Throw a shuriken in a 4-hex line, dealing magic damage to enemies passed.

Assassins gain bonus critical strike damage

3 = 125%

6 = 350%

Blademaster
Cost 3 | Blademaster | Demon |
Slams forward, dealing magic damage to all enemies in a circle
Cost 4 | Blademaster | Imperial |
Draven starts spinning his axe, causing his next basic attack to gain 50 / 100 / 150% bonus on-hit physical damage and 100% attack speed for 5.75 seconds, stacking up to two times. The spinning axe ricochets off the target high up into the air, landing 2 seconds later at Draven's current position. If Draven catches an axe, Spinning Axe is reapplied for no additional cost on his next basic attack. Draven can hold up to two Spinning Axes in his hands at once.
Cost 1 | Blademaster | Noble |
Becomes immune to damage and spells for 1.5 seconds, and then stuns for 1.5 seconds and deals magic damage to the closest enemy.
Cost 3 | Blademaster | Pirate | Gunslinger |
Periodically spawns Powder Kegs. Detonates all active Powder Kegs, applying on-hit effects and dealing 200 / 325 / 450 magic damage to enemies caught in the blast.
Cost 3 | Blademaster | Ninja |
Creates a zone around himself that follows him for 3 / 4 / 5 seconds, allowing allies inside to dodge all attacks.
Cost 5 | Blademaster | Exile |
Stab in a 2-hex line, applying on-hit effects and dealing magic damage. Every third cast instead launches a tornado in a 6-hex line, dealing the same magic damage and Airborne icon knocking up enemies for 1.5 seconds.

Blademasters have a 45% chance to perform a multi-attack on-hit.

3 = 1 additional strike

6 = 2 additional strike

9 = 4 additional strike

Brawler
Cost 2 | Brawler | Robot |
Pulls the farthest enemy into melee range, stunning them for 2.5 seconds and dealing 100 / 450 / 800 magic damage. Additionally his next basic attack knocks up the target.
Cost 4 | Brawler | Void |
After a 1.5-second delay, deals 200 / 400 / 600 magic damage and knocks up all enemies in a 3x3 area, stunning them for 1.5 / 1.75 / 2 seconds.
Cost 2 | Brawler | Void |
Burrows into the ground, becoming untargetable for 1 second while healing each 0.5 seconds for 150 / 300 / 450 health in total. She then unburrows, dealing 200 / 350 / 500 magic damage and knocking up for 1.75 seconds the closest enemy.
Cost 3 | Brawler | Glacial |
For 20 seconds, gains 8% increased size and empowers his basic attacks to bounce to up to 3 / 4 / 5 enemies 1 hex away, dealing 80 / 90 / 100% AD physical damage to secondary targets, and applying on-hit effects.
Cost 1 | Brawler | Wild |
Pounces onto the lowest health enemy, stunning them for 1.5 seconds, applying on-hit effects and dealing 150 / 225 / 300 magic damage over 3 hits and healing over the duration.

Brawlers gain additional maximum health.

2 = +300

4 = +700

Elementalist
Cost 5 | Elementalist | Glacial |
Channels a large hailstorm for 8 seconds, dealing magic damage each second and slowing the attack speed of enemies inside it by 50 / 70 / 90%. The storm can deal a total of 700 / 950 / 1200 magic damage, and is not canceled when she dies.
Cost 4 | Elementalist | Demon |
Unleashes a fireball that bounces 4 / 6 / 20 times between enemies, dealing magic damage with each bounce.
Cost 3 | Elementalist | Ninja | Yordel |
Summons a storm around him for 3 seconds, dealing magic damage each 0.5 seconds to nearby enemies, stunning for 1.5 seconds them after 3 hits. The storm can deal a total of 225 / 450 / 675 magic damage.
Cost 2 | Elementalist | Glacial |
Encases the target in ice, stunning them for 1.5 seconds and dealing magic damage to nearby enemies. She also creates a 2x2 zone for 3 seconds that slows enemies within for 3 seconds. If she is below 50% health, she instead encases herself for 2 seconds, becoming untargetable.

Elementalists' basic attacks grant twice as much mana. Beginning combat with 3 Elementalists will summon a Golem. This effect will fail if there are no valid spaces. The Golem has 2200 health and 100 attack damage.

Guardian
Cost 2 | Guardian | Glacial |
Raises a barrier for 4 seconds that redirects all incoming damage to Braum, and reduces the damage he takes through the shield by 70 / 80 / 90%.
Cost 4 | Guardian | Noble |
After a 0.625-second delay, calls down a solar ray that deals magic damage and slows all enemies within a 3x3 for 5 / 8 / 11 seconds. The enemy in the center is instead stunned for the same duration.

Beginning combat with 2 Guardians will grant 50 armor to all other units that start adjacent to a Guardian for the rest of the combat. This effect can stack any number of times for each adjacent Guardian. Guardian do not benefit from the bonus.

Gunslinger
Cost 3 | Gunslinger | Pirate | Blademaster |
Periodically spawns Powder Kegs. Detonates all active Powder Kegs, applying on-hit effects and dealing 200 / 325 / 450 magic damage to enemies caught in the blast.
Cost 1 | Gunslinger | Pirate |
Basic attacks deal 5 / 10 / 15% increased physical damage and hit all enemies in a 2-hex cone.
Cost 2 | Gunslinger | Noble |
Dashes away from the target enemy and then attacks twice. The first attack deals physical damage, while the second deals magic damage.
Cost 5 | Gunslinger | Pirate |
Channels for 3 seconds and fires 14 waves of bullets in a cone, dealing magic damage with each wave. The channel can deal a total of 800 / 1250 / 1700 magic damage.
Cost 3 | Gunslinger | Yordle |
Plant a bomb on the target enemy that detonates after 4 seconds or 3 basic attacks, dealing 60 / 90 / 120 magic damage to enemies within 2 hexes. The damage is increased by 50% with each basic attack, dealing up to 150 / 225 / 300 magic damage.

Gunslingers have a 50% chance for their attacks to hit additional enemies.

2 = 1 additional random enemy in range

4 = 2 additional random enemy in range

Knight
Cost 1 | Knight | Imperial |
After a small delay, deals magic damage to all nearby enemies and heals himself for 100 / 150 / 200 health for each enemy hit.
Cost 1 | Knight | Noble |
Spins his sword around his body for 4 seconds, becoming immune to magic damage and dealing magic damage to nearby enemies each second.
Cost 5 | Knight | Noble |
Target the 1 / 2 / 3 weakest allies, making them immune to damage for 2 / 3 / 4 seconds.
Cost 1 | Knight | Phantom |
Slam forward in a 3-hex line, dealing magic damage to the two closest enemies within.
Cost 3 | Knight | Yordle |
After charging for 0.75 seconds, swings her hammer at 1 / 2 / 3 closest enemies, dealing 300 / 500 / 700 magic damage in a line, knocking up for 1 second and stunning for 2 / 3 / 4 seconds.
Cost 4 | Knight | Glacial |
Creates a large glacial storm that detonates after 2 seconds, dealing magic damage and stunning for 2 / 4 / 6 seconds enemies within it.

Your team ignores a flat amount of damage from all sources of damage.

2 = 15

4 = 30

6 = 55

Ranger
Cost 3 | Ranger | Glacial |
Fires an arrow that stuns and deals 200 / 400 / 600 magic damage to the first enemy hit. The stun lasts 1 / 1.5 / 2 seconds per hex traveled.
Cost 4 | Ranger | Phantom |
Creates a zone around herself for 4 / 5 / 6 seconds that prevents nearby allies from losing health at 300 / 600 / 900 or below.
Cost 1 | Ranger | Demon |
After charging for 1.5 seconds, fires an arrow up to 8 hexes away, dealing magic damage to all enemies hit.
Cost 1 | Ranger | Noble |
Basic attacks apply a Silver Bolts stack. Attacking a new enemy removes all stacks from the previous target. The third stack consumes them all to deal 8 / 10 / 12% of target's maximum health bonus true damage.

Every 3 seconds, Rangers have a chance to gain double attack speed for 3 seconds.

2 = 25%

4 = 65%

Shapeshifter
Cost 1 | Shapeshifter | Demon |
Summons 1 / 2 / 4 Spiderlings with 500 health, and transforms into a Melee role melee attacker for 60 seconds, gaining 60 / 90 / 120% life steal. The Spiderlings can gain the Demon bonus.
Cost 4 | Shapeshifter | Wild | Yordle |
Transforms into a Melee role melee attacker for 60 seconds, gaining 300 / 600 / 900 health, 30 / 60 / 90 attack damage, jumping behind the farthest enemy and then shunts all surrounding enemies 2 hexes toward his team, Stun icon stunning them for 2 seconds and dealing 200 / 300 / 400 magic damage.
Cost 1 | Shapeshifter | Wild |
After a 0.5-second delay, heals herself and the weakest ally over 6 seconds, healing for a total of 150 / 375 / 600 health, then transforms into a melee attacker for 60 seconds, gaining 20 / 70 / 120 attack damage.
Cost 3 | Shapeshifter | Drgaon |
Dashes and transforms into a ranged attacker for 60 seconds, gaining attack damage and attack range. When transformed, her attacks set enemies on fire, dealing magic damage over 3 seconds.
Cost 5 | Shapeshifter | Demon | Imperial |
Transforms for 6 seconds, dealing magic damage to all nearby enemies with each tick while healing health with each tick. At the end of his transformation, sends out a burst of energy dealing magic damage to nearby enemies.

When Shapeshifters activate their Special Ability, they gain additional maximum health and heal for the amount gained.

3 = +60% of maximum health

6 = +120% of maximum health

Sorcerer
Cost 2 | Sorcerer | Wild |
Fire an orb in a 5-hex line that then returns, dealing 100 / 200 / 300 magic damage to enemies in each pass.
Cost 4 | Sorcerer | Dragon |
After a 0.35-second delay, magic damage to all enemies in a line.
Cost 5 | Sorcerer | Phantom |
Channel for 3 seconds to deal 400 / 700 / 1000 magic damage to 5 / 9 / 13 random enemies.
Cost 1 | Sorcerer | Void |
Basic attacks reduce target's current mana by 20 / 40 / 60, granting a shield for the same amount lasting 4 seconds.
Cost 2 | Sorcerer | Yordle |
Grants 1 / 2 / 3 allies 300 / 475 / 650 bonus health for 6 seconds, knocking up enemies near them for 1.25 seconds.
Cost 3 | Sorcerer | Demon |
After a 0.5-second delay, fires chains to nearby enemies up to 3 hexes away, dealing 200 / 325 / 450 magic damage, and slowing them by 20% while the chains hold. After 3 seconds if the chains held, deals the same damage and stuns them for 2 / 4 / 6 seconds.
Cost 2 | Sorcerer | Pirate |
After a small delay, randomly selects one of three cards, enhancing his next basic attack to deal 150 / 250 / 350 bonus magic damage and apply an additional effect: Blue Card: Restores 20 / 35 / 50 mana to himself and surrounding allies. Red Card: Deals the same magic damage to enemies surrounding the target. Gold Card: Stuns the target for 2 / 3 / 4 seconds
Cost 3 | Sorcerer | Yordle |
Deals 300 / 500 / 700 magic damage to the target enemy. If the target is a lower star level than Veigar, the target is executed.

Sorcerers' basic attacks grant twice as much mana. Sorcerers grant Ability power icon ability power to their team.

3 = +45

6 = +100