Set 6 for Teamfight Tactics Revealed

Here is EVERYTHING you need to know about Set 6 for Teamfight Tactics. We have the full list of Hextech Augments, Traits, and brand new champions.


Video Overview

Hextech Augments

Set 6 for Teamfight Tactics Revealed

Tier 1

Augment name T1Description
Calculated LossAfter losing your combat, gain 2 gold and a free Shop refresh.
DominanceAfter winning your combat, gain 1 bonus gold for every 2 surviving units.
Hyper RollIf you have less than 10 gold at the end of a round, gain 3 gold.
Wise SpendingGain 1 experience point when you refresh your Shop.
Binary AirdropYour units equipped with 2 items temporarily gain a random completed item at the start of combat.
Item Grab BagGain 1 random completed item and 1 Reforger.
Phony FrontlineGain 2 Target Dummies.
Pandora’s ItemsGain a random component. At the start of each turn, items on your bench are randomized (excluding Force of Nature, Spatula, and consumables).
AscensionAfter 15 seconds of combat, your units deal 100% more damage.
Built DifferentYour units with no Traits active gain 200 Health and 30% Attack Speed.
Celestial BlessingYour units heal for 10% of the damage dealt by attacks and abilities. Excess healing is converted to a shield up to 300 Health.
Knife’s EdgeYour units that start combat in the front 2 rows gain 30 Attack Damage.
Cybemetic Implants IYour units equipped with an item gain 300 Health and 20 Attack Damage.
ExilesYour units that start combat with no adajacent allies gain a 40% maximum Health shield for 8 seconds.
FeatherweightsYour 1 and 2 cost units gain 40% movement and Attack Speed.
First Aid KitAll healing and shielding received by your units is increased by 35%.
Makeshift ArmorYour units with no items gain 30 Armor and Magic Resist.
Scoped WeaponsDouble the hex range of your ranged units, and their attacks cannot miss.
Stand United 1Your units gain 3 Attack Damage and Ability Power per Trait active across your team.
Thrill of the HuntYour units heal 300 Health on kill.
UnderdogsWhenever your team has fewer units alive than your opponent, your units regenerate 15% of their missing Health every second.
WeakspotYour units’ attacks ignore 25% of the target’s Armor and reduce healing received by 50% for 10 seconds.
Academy HeartYour team counts as having 1 additional Academic.
Arcanist HeartYour team counts as having 1 additional Arcanist.
Runic ShieldArcanists start combat with a shield equal to 400% of their Ability Power.
Assassin HeartYour team counts as having 1 additional Assassin.
CutthroatAssassins Mana Reave the first unit they attack, increasing their maximum Mana by 65% until they cast.
Smoke BombThe first time Assassins drop below 60% Health, they briefly enter stealth, becoming untargetable and shedding all negative effects.
Bodyguard HeartYour team counts as having 1 additional Bodyguard.
Stand Behind MeAt the start of combat, Bodyguards grant 100% of their Armor bonus to non-Bodyguard allies directly behind them (does not stack).
Bruiser HeartYour team counts as having 1 additional Bruiser.
Shrug It OffBruisers regenerate 2% of their maximum Health each second.
Challenger HeartYour team counts as having 1 additional Challenger.
En GardeThe first time an enemy is attacked by a Challenger, they are Disarmed for 4 seconds.
Chemical OverloadChemtechs explode on death, dealing 50% of their maximum Health as magic damage to enemies within 2 hexes.
Chemtech HeartYour team counts as having 1 additional Chemtech.
Clockwork HeartYour team counts as having 1 additional Clockwork.
Enchanter HeartYour team counts as having 1 additional Enchanter.
Enforcer HeartYour team counts as having 1 additional Enforcer.
Imperial HeartYour team counts as having 1 additional Imperial.
All For One When an ally dies they grant the Tyrant 25% of their maximum Health.
Innovator Heart Your team counts as having 1 additional Innovator.
Self-Repair When the Innovation dies it will become untargetable and repair itself if an Innovator is still alive.
Mercenary Heart Your team counts as having 1 additional Mercenary.
Pirates Mercenary units have a 50% chance to drop 1 gold when they kill an enemy.
Mutant Heart Your team counts as having 1 additional Mutant.
Unstable Evolution Mutants randomly gain one of the following when they reach 2 star 500 Health, 35% Attack Speed, 35 Attack Damage, or 35 Ability Power. These bonuses stack.
Protector Heart Your team counts as having 1 additional Protector.
Lifelong Leaming Scholars that survive combat permanently gain 3 Ability Power.
Scholar Heart Your team counts as having 1 additional Scholar.
Scrap Heart Your team counts as having 1 additional Scrap.
Tinker Every 1 combat round(s) with Scrap active, gain a Magnetic Remover or Reforger.
Sniper’s Nest Snipers gain +8% damage per round they’ve started combat in the same hex. (Maximum +40%)
Sniper Heart Your team counts as having 1 additional Sniper.
Duet Summon 1 additional Socialite Spotlight.
Socialite Heart Your team counts as having 1 additional Socialite.
Syndicate Heart Your team counts as having 1 additional Syndicate.
One For All When your Syndicates die, they grant your other Syndicates 20 Attack Damage and Ability Power.
Twinshot Heart Your team counts as having 1 additional Twinshot.
So Small Yordles gain 35% Dodge Chance.

Tier 2

Augment name T2 Description
Rich Get Richer Gain 10 gold. Your maximum interest is increased to 7.
High RollerGain 2 Loaded Dice.
Ancient Archives Gain 1 Tome of Traits.
Clear MindIf you have no units on your bench at the end of a round, gain 4 experience points.
High End Shopping Champions appear in your Shop as if you were 1 level higher.
Woodland Charm At the start of combat, your highest Hearth Champion creates a 1500 Health copy of themself (excluding items).
March of Progress Gain 4 bonus experience points per round. You can no longer use gold to gain experience points.
Trade SectorGain a free Shop refresh each round.
Sunfire Board At the start of combat, bum all enemies for 40% of their maximum HP over 16 seconds and reduce healing received by 50%. 
Metabolic Accelerator Your Tactician moves faster and heals 2 Health at the start of each round.
Salvage BinGain a random completed item. Selling champions breaks apart their full items into components (excluding Force of Nature). 
Knife’s Edge II Your units that start combat in the first 2 rows gain 45 Attack Damage.
Cybernetic Implants II Your units equipped with an item gain 450 Hearth and 30 Attack Damage.
Exiles IIYour units that start combat with no adajacent allies gain a 60% maximum Health shield for 8 seconds.
Featherweights II Your 1 and 2 cost units gain 60% movement and Attack Speed.
Built Different II Your units with no Traits active gain 300 Health and 45% Attack Speed.
Stand United II Your units gain 4 Attack Damage and Ability Power per Trait active across your team.
Titanic Force Your units with more than 1200 maximum Health gain Attack Damage equal to 4% of their maximum Health.
Makeshift Armor II Your units with no items gain 45 Armor and Magic Resist.
Celestial Blessing II Your units heal for 15% of the damage dealt by attacks and abilities. Excess healing is converted to a shield up to 450 Health. 
Thrill of the Hunt II Your units heal 450 Health on kill.
Academy Honors Gain an Academy Emblem. 
Arcane SigilGain an Arcanist Emblem.
Runic Shield IIArcanists start combat with a shield equal to 600% of their Ability Power.
Spell BladeArcanists’ attacks deal bonus magic damage equal to 30% Ability Power on hit.
Hidden BladeGain an Assassin Emblem. 
Safety VestGain a Bodyguard Emblem. 
Beef UpGain a Bruiser Emblem. 
A New Challenger Gain a Challenger Emblem. 
Element XGain a Chemtech Emblem.
Chemical Overload IIChemtechs explode on death, dealing 75% of their maximum Health as magic damage to enemies within 2 hexes.
Instant Injection Chemtechs now additionally trigger their bonuses at the start of combat.
Tick TockGain a Clockwork Emblem.
Armor Plating Colossus become invulnerable for 2 seconds the first time their Health drops to 60% and 30%.
Ardent Censer Allies healed or shielded by Enchanters gain 15% stacking Attack Speed for the rest of combat (maximum once every 2 seconds). 
Imperial Banner Gain an Imperial Emblem.
Dual RuleThere are now 2 Tyrants.
Hired GunGain a Mercenary Emblem.
Gold Reserves Mercenaries deal 1% more damage per 1 gold you have. (Maximum +60%)
Experiment 13-37 Gain a Mutant Emblem.
BulwarkGain a Protector Emblem.
ValedictorianGain a Scholar Emblem.
Metal Detector Gain a Scrap Emblem.
DeadeyeGain a Sniper Emblem.
Share the Spotlight Allies adjacent to a spotlight at the start of combat gain 50% of its bonuses.
Shady Business Gain a Syndicate Emblem.
SharpshooterTwinshot’s ranged attacks and abilities can bounce once, dealing 20% less damage.

Tier 3

Augment name T3 Description
Windfall Gain gold based on the number of Augments you currently have.
0 = 20g
1 = 25g
2 = 30g
Portable Forge Open an Armory and choose 1 of 3 unique Artifacts crafted by Ornn.
Item Grab Bag II Gain 2 random completed items and 2 Reforgers.
Band of Thieves Gain 2 Thiefs Gloves.
New Recruit Gain +1 team size.
Golden Ticket Each time your Shop is refreshed, you have a 35% chance to gain a free refresh.
Level Up! When you buy experience points, gain an additional 4 experience points. You can now reach level 10.
Exiles III Your units that start combat with no adajacent allies gain a 80% maximum Health shield for 8 seconds.
Featherweights III Your 1 and 2 cost units gain 80% movement and Attack Speed.
Knife’s Edge III Your units that start combat in the first 2 rows gain 60 Attack Damage.
Cybernetic Implants III Your units equipped with an item gain 600 Health and 40 Attack Damage
Built Different III Your units with no Traits active gain 400 Health and 60% Attack Speed.
Stand United III Your units gain 6 Attack Damage and Ability Power per Trait active across your team.
Makeshift Armor III Your units with no items gain 60 Armor and Magic Resist.
Celestial Blessing III Your units heal for 20% of the damage dealt by attacks and abilities. Excess healing is converted to a shield up to 600 Health.
Thrill of the Hunt III Your units heal 600 Health on kill.
Academy Soul Your team counts as having 2 additional Academics.
Cram Session After casting their first Ability, Academics restore 80% of their maximum Mana.
Runic Shield III Arcanists start combat with a shield equal to 800% Ability Power.
Arcanist Soul Your team counts as having 2 additional Arcanists.
Assassin Soul Your team counts as having 2 additional Assassins.
Bodyguard Soul Your team counts as having 2 additional Bodyguards.
Bruiser Soul Your team counts as having 2 additional Bruisers.
Challenger Soul Your team counts as having 2 additional Challengers.
Chemical Overload III Chemtechs explode on death, dealing 100% of their maximum Health as magic damage to enemies within 2 hexes.
Chemtech Soul Your team counts as having 2 additional Chemtechs.
Clockwork Soul Your team counts as having 2 additional Clockworks.
Broken Stopwatch 8 seconds into combat, all enemies and non-Clockwork units are frozen in time for 4 seconds.
Enchanter Soul Your team counts as having 2 additional Enchanters.
Enforcer Soul Your team counts as having 2 additional Enforcers.
Imperial Soul Your team counts as having 2 additional Imperials.
Innovator Soul Your team counts as having 2 additional Innovators.
Mercenary Soul Your team counts as having 2 additional Mercenaries.
Mutant Soul Your team counts as having 2 additional Mutants.
Protector Soul Your team counts as having 2 additional Protectors.
Scholar Soul Your team counts as having 2 additional Scholars.
Scrap Soul Your team counts as having 2 additional Scraps.
Junkyard Every 3 combat rounds with the Scrap Trait active, gain a random component.
Sniper Soul Your team counts as having 2 additional Snipers.
Socialite Soul Your team counts as having 2 additional Socialites.
Syndicate Soul Your team counts as having 2 additional Syndicates.
Payday After winning your combat, gain 1 bonus gold for each surviving Syndicate.
Twinshot SoulYour team counts as having 2 additional Twinshots.


AcademyAcademics have bonus Attack Damage and Ability Power, and can learn from their allies, increasing this bonus whenever an ally casts an ability.Graves, Garen, Katarina, Leona, Lux, Yone, Yuumi
ArcanistAllies have increased Ability Power
(2) All allies gain AP.
(4) Arcanists gain additional AP.
(6) All allies gain more AP. Arcanists gain 50% AP.
(8) All allies gain a ton of AP.
Lux, Malzahar, Swain, Viktor, Twisted Fate, Ziggs, Vex
AssassinInnate: Assassins jump to the enemy backline at the start of combat.Assassins’ Abilities can critically strike, and they gain bonus Critical Strike Chance and Critical Strike Damage.Akali, Ekko, Katarina, Shaco, Talon, Twitch
BodyguardBodyguards have increased Armor. Shortly after combat begins, Bodyguards taunt adjacent enemies.Braum, Blitzcrank, Darius, Galio, Leona, Poppy,
BruiserAll allies have increased Health. Bruisers gain double this bonus.Cho’Gath, Dr. Mundo, Illaoi, Tahm Kench, Trundle, Zac, Vi,
ChallengerChallengers have increased Attack Speed. Upon landing a takedown on their target, Challengers will dash to a new target, doubling this bonus for 2.5 seconds.Camille, Fiora, Kai’Sa, Quinn, Samira, Warwick, Yone
ChemtechAfter dropping below 60% Health, Chemtech champions gain 25% Damage Reduction, 50% Attack Speed, and regenerate 5% of their maximum Health each second. Breakpoints add to the duration of this effect.Dr. Mundo, Lissandra, Singed, Viktor, Warwick, Twitch, Zac, Urgot
ColossusInnate: Colossus are bigger, more powerful, and take up two slots in your army.
(1) Colossus are immune to Crowd Control effects.
(2) Colossus take reduced damage.
Cho’Gath, Galio, Sion
ClockworkAll allies have increased Attack Speed, and additional Attack Speed for each Hextech Augment you own.Camille, Jhin, Orianna, Zilean
CuddlyYuumi attaches herself to her nearest ally at start of combat, or to the lowest Health ally after being briefly unattached. Attaching grants the ally a shield equal to a portion of Yuumi’s maximum health, and Yuumi detaches if the shield is broken. While attached Yuumi is untargetable and can’t attack, but gains mana per second, and whenever the ally attacks.Yuumi
EnchanterEnchanters’ healing and shielding are stronger, and all Allies gain increased Magic Resistance.Janna, Orianna, Taric, Lulu
EnforcerEnforcers detain enemies at the start of combat, temporarily removing them from combat.
(2) Detain the enemy who has the most Health.
(4) Detain the enemy who dealt the most damage last combat.
Caitlyn, Fiora, Jayce, Vi
GluttonOnce per planning phase, you can feed a unit to Tahm Kench. This unit is consumed, granting permanent bonus stats. The more valuable the unit, the bigger the bonus. To feed Tahm Kench, hover a unit over him until his mouth opens, then release.Tahm Kench
ImperialAt 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.Samira, Sion, Swain, Talon
InnovatorInnovators build a mechanical companion to join their battle.
(3) Mechanical Scarab
(5) Mechanical Bear
(7) Mechanical Dragon
Ezreal, Heimerdinger, Jayce, Seraphine, Singed, Zilean
MercenaryGain a treasure chest that opens when you win combat against a player. At the start of each planning phase, roll the dice to add more loot to the chest! The longer you’ve gone without opening the chest, the luckier the dice.
(3) Roll two dice.
(5) Roll a third dice that grants you a bonus orb right away.
Gangplank, Illaoi, Miss Fortune, Quinn, Tahm Kench
MutantMutants gain unique bonuses. These are different each game.

Cybernetic Enhancement: Mutants with at least 1 item equipped gain a bonus (HP and AD)

Voracious Appetite: Mutants grow stronger each time an ally dies (AP and AD)

Voidborne: Mutants Execute targets they damage who are below 20% Health. Mutants deal true damage

Metamorphosis: Every two seconds Mutants grow, gaining bonuses that stack up to 5 times (Armor, MR, AD, AP)

Hyper-Adrenal Glands: Mutants’ attacks have a chance to trigger 2 additional attacks against their target

Synaptic Web: The abilities of Mutants cost less to cast

Bio-Leeching: All allies gain Omnivamp
Cho’Gath, Dr. Mundo, Kai’Sa, Kassadin, Kog’Maw, Malzahar
ProtectorProtectors shield themselves for 4 seconds whenever they cast a spell. This shield scales with max Health and trait breakpoints. The shield doesn’t stack.Blitzcrank, Garen, Kassadin, Sion
ScholarAll allies restore some mana every 2 seconds.Zyra, Heimerdinger, Janna, Lissandra, Yuumi
ScrapAt the start of combat, a number of incomplete components on Scrap champions turn into an ephemeral full item for that combat. Additionally, at the start of combat, Scrap champions gain a Health shield increasing with each item equipped in your army.
(2) 1 incomplete component
(4) 3 incomplete components
(6) All incomplete components; Health bonus is doubled
Blitzcrank, Ekko, Ezreal, Janna, Jinx, Trundle, Ziggs
SisterSisters are empowered by trying to one-up each other. Vi’s ability range increases by two hexes. Jinx gains stacking Attack Speed for 3 seconds on takedown.Jinx, Vi
SniperSnipers deal bonus damage for each hex between themselves and their target.Caitlyn, Jhin, Kog’Maw, Miss Fortune, Tristana
SocialiteSocialite reveal a spotlight on the battlefield. The unit standing in the spotlight at the start of combat gains unique bonuses.
(1) Bonus Damage
(2) Bonus Mana Regen
(3) Bonus Omnivamp
Galio, Seraphine, Taric
SyndicateChosen allies are cloaked in shadows, gaining Omnivamp, Armor, and Magic Resistance.
(3) The Syndicate champion with the lowest current Health
(5) All Syndicate champions
(7) All Allies. All bonuses are increased.
Akali, Braum, Darius, Zyra, Shaco, Twisted Fate
TransformerTransformers have two forms that they can swap in from during planning phase depending on whether they are placed in the frontline or backline.Jayce
TwinshotWhenever a Twinshot attacks, they have a chance to attack twice instead.Gangplank, Graves, Jinx, Kog’Maw, Urgot
Yordle(3) After combat with a player, a random free Yordle appears on your bench!
(6) Yordle’s mana cost are reduced. Star up your Yordles to call forth someone…
Heimerdinger, Poppy, Tristana, Ziggs, Lulu, Vex


Set 6 for Teamfight Tactics Revealed
ChampionCostTraitTraitTraitAbility nameSkill Description
Caitlyn1EnforcerSniperAce in the HoleCaitlyn takes aim at the farthest enemy, firing a deadly bullet towards them that deals 800/1200/2000 magic damage to the first enemy it hits
Camille1ClockworkChallengerDefensive SweepCamille gains a shield blocking 300/400/600 damage over 4 seconds, then sweeps her leg, dealing 150/200/300 magic damage to enemies in a cone. While this shield holds, Camille’s attacks restore 30 Health.
Darius1SyndicateBodyguardDecimateDarius swings his axe in a circle, dealing 100/150/200 magic damage, then heals himself for 50/75/100 health for each enemy hit
Ezreal1ScrapInnovatorMystic ShotEzreal fires a missile at his target, dealing 125/200/350 magic damage. If the missile hits, he grants himself 30% bonus stacking Attack Speed, up to 150% at 5 stacks.
Garen1AcademyProtectorDecisive StrikeGaren shrugs off all crowd control effects, empowering his next strike to deal 225%% of his Attack Damage, plus an additional 20/25/30% of his missing Health in bonus physical damage. This Ability can be cast while stunned.
Graves1AcademyTwinshotSmoke GrenadeGraves launches a smoke grenade toward the enemy with the highest Attack Speed. The grenade explodes on impact, dealing 150/250/400 magic damage to nearby enemies, who are unable to attack for 2/2.5/3 seconds while they remain within the smoke cloud.
Illaoi1MercenaryBruiserHarsh LessonIllaoi slams her target, linking her soul to it for 5 seconds and dealing 175/300/500 magic damage. While linked, Illaoi is healed for 30/35/40% of the damage taken by her target.
Kassadin1MutantProtectorNull SphereKassadin fires an orb of void energy at his target, dealing 200/275/340 magic damage, applying 35/50/65% Mana Reave, and granting Kassadin a shield that reduces incoming damage by 30%% for 4 seconds.
Poppy1YordleBodyguardBuckler TossPoppy throws her buckler at the farthest enemy, dealing 200/250/300% of her Armor as magic damage. The buckler then bounces back, granting Poppy a shield that blocks 250/375/525 damage.
Singed1ChemtechInnovatorFlingSinged flings a nearby enemy towards the largest cluster of enemies, stunning his target for 1.5/2/2.5 seconds when they land. All adjacent enemies take 125/175/250 magic damage and are briefly stunned
Twisted Fate1SyndicateArcanistWild CardsTwisted Fate throws three cards in a cone that deal 150/225/300 magic damage to each enemy they pass through.
Twitch1ChemtechAssassinPiercing BoltTwitch fires a powerful bolt towards his target that pierces through enemies hit, dealing 175/185/200% of his Attack Damage as physical damage and applying 50% Grievous Wounds for 5 seconds.
Ziggs1YordleScrapArcanistMini Inferno BombZiggs hurls a bomb at his target. After a moderate delay, the bomb lands dealing 250/350/475 magic damage to the enemy in the epicenter, and half to adjacent enemies.
Blitzcrank2ProtectorScrapBodyguardRocket GrabBlitzcrank pulls the farthest enemy, dealing 200/350/999 magic damage and stunning them for 2.5 seconds. His next attack after pulling knocks up for 1 second. Allies within range prefer attacking Blitzcrank’s target.
Katarina2AcademyAssassinShunpoKatarina blinks behind the enemy with the lowest Health within 3 hexes and slashes all adjacent enemies, dealing 175/225/300 magic damage. Katarina gains 20/20/40 Mana for each enemy killed by Shunpo.
Kog’Maw2MutantSniperTwinshotBarrageFor 3 seconds, Kog’Maw gains infinite Attack Range, 80% Attack Speed, and his attacks deal 3/4/6% of the target’s maximum Health as bonus magic damage.
Lulu2YordleEnchanterWild GrowthLulu embiggens 1/2/3 low Health allies, granting them 300/350/400 bonus Health and knocking up enemies near them. If the ally is already embiggened, they are healed instead.
Quinn2MercenaryChallengerDisarming AssaultQuinn sends Valor out at her target, dealing 150/250/350 magic damage to the target and nearby enemies. The main target is disarmed for 3 seconds and all nearby enemies have their Attack Damage reduced by 40/40/80% for 4 seconds.
Swain2ImperialArcanistDeath’s HandSwain unleashes piercing bolts of eldritch power in a cone towards his target, dealing 300/425/575 magic damage to enemies within and healing Swain for 200/275/350 for each enemy hit.
Talon2ImperialAssassinBlade’s EndPassive: Talon’s first attack on an enemy causes them to bleed for 450/600/1000 magic damage over 7 seconds. Every third attack on a target applies an additional bleed.
Tristana2YordleSniperBuster ShotTristana fires a massive cannonball towards her target, dealing 200/210/225% of her Attack Damage plus 150/200/250 physical damage to the first enemy it hits. If the target is within two hexes of Tristana, they’re knocked back 1/2/3 hexes and briefly stunned.
Trundle2BruiserScrapChompTrundle bites his target dealing 175% of his Attack Damage, applying 50% AS Slow for 3 seconds, and stealing 20/30/50 Attack Damage for the rest of combat.
Vi2EnforcerBruiserSisterDenting BlowVi empowers her next attack to blast through her target, dealing 350/500/750 magic damage to all enemies in a cone and reducing their Armor by 40/50/70% for 8 seconds.
Warwick2ChemtechChallengerEternal HungerPassive: Warwick’s Attacks deal an additional 6/9/12% of his target’s current Health as bonus magic damage, and heal him for the damage dealt.
Zilean2ClockworkInnovatorTime BombZilean places a bomb on the closest enemy, Stunning them for 1.5/2/2.5 seconds.

When the stun ends, or the target dies, the bomb explodes dealing 200/300/450 magic damage to adjacent enemies and applying 20/35/50% AS Slow for 3 seconds.
Zyra2SyndicateScholarGrasping SpinesZyra summons vines in the row with the most enemies, dealing 200/300/500 magic damage and stunning them for 1.5/2/2.5 seconds.
Cho’Gath3MutantBruiserColossusFeastCho’Gath devours the lowest Health enemy within range, dealing 500/750/1500 magic damage. If this kills the target, Cho’Gath gains a stack of Feast, up to 6/12/999. Each stack of Feast grants 2% bonus Health and size permanently.
Ekko3ScrapAssassinParallel ConvergenceEkko invokes an afterimage that bats a device towards the largest group of units. Upon landing, it deals 200/325/450 magic damage to enemies within and applies 35/35/50% reduced movement speed for 4 seconds. Allies inside gain 30/50/70% Attack Speed for 4 seconds.
Gangplank3MercenaryTwinshotParrrleyGangplank shoots his target, dealing 225/250/300% percent of his Attack Damage. If this kills a champion, Gangplank plunders 1 gold.
Heimerdinger3YordleScholarInnovatorRocket SwarmHeimerdinger fires 3 waves of 5 rockets that converge on his target. Each rocket deals 30/45/75 magic damage, reduced by 30% for each target they hit. Every 3rd cast, Heimerdinger summons 3 waves instead.
Leona3AcademyBodyguardSolar EclipseLeona calls down a beacon of light, granting herself a 500/800/1300 Health shield for 4 seconds. Leona and allies within 2 hexes gain 30/50/80 Armor and Magic Resistance for the same duration.
Lissandra3ChemtechScholarIron MaidenLissandra encases her target in an iron maiden, stunning them for 1.5 seconds and dealing 250/400/700 magic damage to enemies within a large area. Damage from the iron maiden reduces enemies’ Attack Damage by 40% for 5 seconds.

If Lissandra is below 50% Health, she
encases herself instead, dealing
damage to surrounding enemies and
becoming untargetable and
invulnerable for 2 seconds.
Malzahar3MutantArcanistMalefic VisionsMalzahar infects the mind of the closest unafflicted target, dealing 800/1100/1500 magic damage over 8 seconds and applying 40% Magic Resistance shred for the duration. If an afflicted target dies, Malefic Visions spreads to the nearest 1/1/2 unafflicted targets with the remaining duration.
Miss Fortune3MercenarySniperMake it RainMiss Fortune rains 4 waves of bullets down around a random enemy, dealing 200/300/450 total magic damage to enemies in the area and reducing their incoming healing by 50% for 6 seconds.
Samira3ImperialChallengerFlairIf a target is adjacent to Samira, she slashes with her blade in a cone towards them dealing 150/160/175% of her Attack Damage as physical damage to all enemies within and reducing their Armor by 5/10/15. This armor reduction can stack. Otherwise, she fires an empowered shot at her target with the same effects and refunds 20 mana.
Shaco3SyndicateAssassinDecieveShaco dips into the shadows, briefly becoming untargetable. His next attack is empowered to deal 250/260/275% of his Attack Damage as physical damage, and is guaranteed to critically strike targets below 50% Health.
Taric3EnchanterSocialiteStarlight BastionTaric heals himself and the lowest Health ally for 200/300/600. Any overhealing is converted to a shield that lasts 4 seconds.
Vex3YordleArcanistPersonal SpaceVex shields herself against 500/700/900 damage over 4 seconds. When the shield expires, it deals 150/250/350 magic damage to all enemies within 2 hexes, and an additional 150/250/350 damage if it wasn’t destroyed.

If it was destroyed, Personal Space becomes 25% stronger this combat. This effect can stack.
Zac3ChemtechBruiserYoinkZac stretches his arms up to three hexes to pull the two most distant enemies towards him, dealing 450/600/999 magic damage.

Zac takes 60/70/80% less damage while using this ability.
Braum4BodyguardSyndicateVault BreakerBraum 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 2.5/3.5/7 seconds and take 100/125/1000 magic damage.
Dr. Mundo4ChemtechMutantBruiserZap DoseDr. Mundo injects himself with “medicine”, restoring 20% of his maximum Health and becoming energized for 6 seconds. While energized, he restores an additional 65/75/200% of his maximum Health over the duration and deals 30/50/100 magic damage to a random nearby enemy. When the “medicine” expires, Dr. Mundo expels a burst of electricity that deals 20/25/30% of his current Health as magic damage to all enemies within 2 hexes.
Fiora4EnforcerChallengerBlade WaltzFiora becomes untargetable and strikes 4 times at her target’s vitals. Each strike deals 200% of her Attack Damage as physical damage, 75/125/400 bonus true damage, and heals her for 15% of the total damage dealt.

If the target dies, Fiora will change targets to the nearest enemy.
Janna4EnchanterScholarScrapMonsoonJanna summons a Monsoon, knocking back nearby enemies and stunning them for 1/1/4 second(s). The Monsoon heals your team for 400/550/2000 Health over 3 seconds
Jhin4ClockworkSniperCurtain CallJhin transforms his weapon into a powerful sniper rifle for his next 4 shots. Each shot deals 175/250/444% of his Attack Damage as physical damage, reduced by 33%% for each target it pierces through. The 4th shot is guaranteed to critically strike, and deals 44% more damage based on his
target’s missing Health.

Passive: Jhin always attacks .9/.9/1.4 times per second. He converts each 1% of bonus Attack Speed into .8 Attack Damage.
Lux4AcademyArcanistFinal SparkAfter gathering energy, Lux fires a beam towards the farthest enemy target, dealing 350/500/1337 magic damage and reducing the Magic Resist of enemies by 40/40/80%% for 4 seconds.
Orianna4ClockworkEnchanterCommand: ShockwaveOrianna sends out her ball towards the largest group of champions, then commands it to release a shockwave. Allies within two hexes gain 175/375/750 shield for 4 seconds, while enemies within the area are briefly knocked up and dealt 350/550/1500 magic damage.

Enemies adjacent to the ball are drawn in, stunning them for 1.5/1.5/5 seconds.
Seraphine4EnchanterSocialiteEncoreSeraphine projects her song towards the largest group of units. The song deals 200/300/1000 magic damage to enemies and applies 35/35/50% Attack Speed slow for 4 seconds. Allies it passes through are healed for 200/300/1000 Health and gain 30/50/100% Attack Speed for 4 seconds.
Sion4ImperialProtectorBodyguardDecimating SmashSion winds up for a moment, then smashes his axe down. All enemies within a large area are knocked up, stunned for 1/1.5/4 seconds, and dealt 400/600/2500 magic damage.
Urgot4ChemtechTwinshotPurgeFor the next 5 seconds, Urgot attacks the closest enemy at a fixed rate of 5/7/15 attacks per second. Each attack deals 30% AD * 30% AS physical damage.

(This ability’s damage scales with Attack Damage and Attack Speed.)
Yone4AcademyChallengerSoul UnboundYone summons his spirit to attack distant enemies for 4/5/20 seconds. The spirit is an untargetable, invulnerable copy of Yone and heals him for 40/50/100% of the damage it deals.

If Yone dies, his spirit dies with him.
Akali5SyndicateAssassinPerfect ExecutionAkali dashes through the most enemies in a line, dealing 225/350/2000 magic damage and marking them for 7 seconds. When a marked target drops below 15/25/90% Health, Akali dashes again, dealing 225/350/2000 magic damage to enemies she passes through, and executes the marked target.
Galio5SocialiteColossusBodyguardColossal EntranceGalio becomes invulnerable and leaps
into the sky before crashing down on
the largest group of enemies. Enemies
within a large radius take 200/300/2000 magic damage and are knocked into the sky. The lower the enemy’s maximum Health is compared to Galio’s, the further they are knocked up.

Passive: Galio’s critical strikes slam the ground, dealing 100/150/500 bonus magic damage to enemies around his target.
Jayce5InnovatorEnforcerTransformerMercury Cannon/Mercury
Melee form: Jayce slams his hammer down onto nearby enemies, dealing damage and reducing their Armor and Magic Resist.

Ranged form: Jayce deploys an acceleration gate, granting bonus Attack Speed to allies in the same row, then fires an orb of electricity at the largest enemy group.
Jinx5ScrapTwinshotSisterSuper Mega Death RocketJinx rides her rocket high into the sky. After a moderate delay, she comes crashing down near the center-most enemy, dealing 400/600/3000 magic damage to enemies around the epicenter, and 50% to all other enemies in a large area. The epicenter burns every unit except Jinx for 5 seconds, dealing 2/2.5/3% of the target’s maximum Health as true damage, and reducing healing for the duration. She then swaps to her rocket launcher, causing her attacks to deal a 100% bonus Attack Damage in a small area around her target.
Kai’Sa5ChallengerMutantIcathian MonsoonKai’sa dashes to the hex furthest from all enemies. She then fires a volley of 14/18/40 missiles spread evenly among all enemies that deal 50/75/150 magic damage each. Kai’Sa fires a bonus missile for each time she has attacked this combat.
Tahm Kench5MercenaryBruiserGluttonDevourTahm Kench devours his target, storing them in his belly for 1000/2000/30000 seconds and dealing 3 magic damage damage over the duration. During this time, they are invulnerable to other sources of damage and Tahm Kench takes 40% reduced damage.

If they die while inside, Tahm Kench
spits out a random item component they were holding, or the cost of the unit in gold. Otherwise, he spits them towards the farthest enemy, briefly stunning targets they impact
Viktor5ChemtechArcanistDeath RaysViktor summons multiple singularities to fire death rays that cut across the battlefield in a line, melting through enemies’ defenses. Enemies caught in their path take 300/400/1500 magic damage, have 25/33/100% of any remaining shields destroyed, and suffer 40/50/70% Armor Shred for seconds.
Yuumi5AcademyScholarCuddlyFinal ChapterYuumi and Book launch 4/6/33 waves toward the farthest enemy, each dealing 60/80/247 magic damage and stunning enemies for 1 seconds. She then re-attaches to the nearest ally.