Power Ups List - TFT Set 15: K.O. Coliseum

TFTtomus
TFTtomus
Jul 15, 25
EN
Comments0
AD

POWER UPS

1. 100 Push Ups
  • Gain X% DR.
  • Gain X permanent DA upon rerolling.
2. Adaptive Skin
  • When taking damage, gain X Armor or MR based on the damage type (up to X total resistances).
3. All Out
  • At the start of combat, immediately go ALL OUT.
  • Gain X% Durability and X% AD.
  • Health no longer decays while ALL OUT.
4. Annihilation
  • Gain X% DA.
  • The first takedown increases this bonus to X% DA.
5. Artistic KO
  • Every 4th attack deals X% more damage.
  • Overkill damage splits between X additional targets.
6. Attack Expert
  • Gain X% AD and X% more AD from all sources.
7. Atomic
  • Start with X% Health at combat.
  • Store X% more health every second during combat.
  • On death, deal magic damage in a large radius based on stored health.
8. Best Defense
  • When granting or receiving shields, add X% of the shield's value as bonus physical damage on the next attack.
9. Bestest Boy
  • Every X seconds, Lulu tosses a snack to her Monster, granting it an effect:

    • Rammus: Heal X% Health.
    • Smolder: Gain X% AD.
    • Kog’Maw: Gain X AP.
10. Bladenado
  • Attacks create a tornado of blades around the target, dealing X% AD physical damage to enemies within range.
11. Blink Attack
  • When switching targets, blink to the next target.
  • The next attack deals X% more magic damage.
12. Blood Brothers
  • Damage dealt by Yone and Yasuo bleeds enemies for X% of damage over X seconds.
13. Body Change
  • At the start of combat, take the form of the nearest ally and grant them and yourself a X% Health shield.
14. Bonus Bloom
  • Summon an additional plant, but plants deal X% less damage and have X% less health.
15. Bullet Hell
  • Fire X% more projectiles with abilities.
16. Caretaker
  • On cast, the lowest percent health ally gains X shield (AP) for X seconds.
17. Classy
  • Last-listed traits are X% more effective.
18. Colossal
  • Become bigger and more powerful.
  • Gain Health, DR, and DA, but take up 2 team slots.
19. Corrosive
  • X% Shred and Sunder enemies within 2 hexes.
  • Take X% less damage from Shredded or Sundered enemies.
20. Corrupted
  • Start combat dormant and gain X% DA and X Health whenever champions die.
  • At X% Health, awaken and blink to a group of enemies, stunning them for X seconds.
21. Critical Threat
  • Abilities can Critically Strike.
  • Every X seconds, gain X% Critical Strike Chance.
22. Cyclone Rush
  • Gain X% AS.
  • At the start of combat, a whirlwind removes the opposite enemy from combat for X seconds.
  • Both champions gain X% AS.
23. Dark Amulet
  • Heal for X% of magic damage dealt.
  • On cast, lose X% Health, but gain X stacking AP.
24. Demolitionist
  • Ability damage stuns for X seconds.
25. Doom Barrage
  • Arrows consume X less mana during Varus’s ability.
26. Doublestrike
  • Attacks have a X% chance to trigger an additional attack.
27. Efficient
  • Reduce maximum mana by X.
28. Essence Share
  • On cast, all other allies gain X% of mana spent.
29. Fairy Tail
  • On cast, spawn 2 Fairy Friends that each deal X-X (based on Stage) to the target over the next X seconds.
30. Fan Service
  • Xayah gains AD and AS per Rakan star level.
  • Rakan gains Health, Armor, and MR per Xayah star level.
31. Final Ascent
  • Ascend 2 additional times at levels X and X.

    • Level X: Gain X AP every X attacks.
    • Level X: Launch 2 additional waves that deal X% damage.
32. Final Boss
  • Gain X% SV.
  • Whenever an ally dies, gain X% stacking DA.
33. Final Form
  • After round X-X, if this champion is 3-star, become 4-star at combat start.
34. Finalist
  • Gain X% DA and X% DR, increased by +X% DA and +X% DR for each eliminated player.
35. Frost Touch
  • Attacks have a X% chance to stun the target for X seconds.
  • These attacks deal X bonus magic damage per Stage.
36. Fusion Dance
  • At combat start, fuse with the nearest ally, gaining X% of their Health, AD, and AP.
37. Gather Force
  • On cast, gain stacking AD equal to X% of mana spent.
38. Gem Core
  • The Mighty Mech converts X% of damage taken into Attack Damage and Ability Power, and gains X Armor and Magic Resist.
  • Crystal Rose champions are treated as Mighty Mechs for the Mech’s abilities.
39. Hat Trick
  • Gain X AD and AP.
  • Each takedown, don a hat that grants X more AD and AP.
  • On death, lose X% of your hats.
40. Hero’s Arc
  • Gain X% DA per player level.
  • At level 10, gain an additional X% DA.
41. Hungry Hero
  • Each round gain a consumable that grants X Health and X% AD in exchange for X player health.
  • Gain X Health and X% AD.
42. Ice Bender
  • Ryze’s ability hits in a wider area and X% Chills enemies.
43. Inner Fire
  • Every X seconds, Burn and Wound the closest enemy within 6-hexes for X seconds.
  • Take X% less damage from Burning enemies.
44. Kahunahuna
  • Every X attacks, deal X% AD true damage.
45. Killer Instinct
  • Abilities target the lowest health enemy in range instead.
  • Gain X Mana Regen and +1 Range.
46. Living Wall
  • Gain X Armor and MR.
  • At combat start, allies in the back row gain X% AS for every X Armor and MR this champion has.
47. Mage
  • Cast abilities twice, but deal X% less damage.
48. Mage 2
  • Every other cast, this champion casts their ability twice and has modified total Attack Damage.
49. Magic Expert
  • Gain X AP and gain X% more AP from all sources.
50. Mana Rush
  • Reduce mana cost by X.
  • Gain X% AD and X AP
51. Mastermind
  • At combat start, gain X mana and give X mana to all allies in a line in front of you.
52. Max Arcana
  • Gain X AP, and permanently gain X every 2 takedowns.
53. Max Attack
  • Gain X% AD, and permanently gain X% every 2 takedowns.
54. Max Speed
  • Gain X% AS, and permanently gain X% every 2 takedowns.
55. Max Vitality
  • At combat start, gain X permanent Health.
  • Every X seconds, this champion survives, gain X additional permanent Health.
56. Mech Pilot
  • At combat start, pilot the Mighty Mech, granting it a portion of this champion’s stats.
  • When it reaches X% health, leap out and rejoin combat. The Mighty Mech gains X% Durability.
57. Mechador
  • When you field Mighty Mech and Luchador, the Mighty Mech benefits from Luchador.
58. Mind Battery
  • The first ability use each combat grants X Mana Regen and X% AP.
59. Needlework
  • Fire X bonus needles with every 1st and 2nd cast that deal X% damage.
60. Not Done Yet
  • Once this champion has died X times, gain X% Health and X% AS.
61. On The Edge
  • Start combat with X% Health, but gain X% DA.
62. Ordinary
  • If none of this champion’s traits are active, gain X-X Health and X-X% AS (based on current Stage).
63. Over 9000
  • At the start of each round, gain a random permanent stat bonus.
64. Pack Tactics
  • Gain X packmates that deal X% AD physical damage.
  • When Naafiri uses her ability, packmates dash to the lowest health enemy within X-hexes.
65. Power Font
  • At combat start and every X seconds, gain X Mana Per Second.
66. Precision Set
  • Set Attack Speed to X.
  • Convert X% AS to X% AD.
  • Attacks deal X% more damage and grant X more mana.
67. Pure Heart
  • Every X seconds, heal this champion and allies within 2-hexes for X% of their missing health.
68. Pursuit
  • On cast, dash, fire X additional shots, and gain X AP for the rest of combat.
69. Ramping Rage
  • Gain X% AS on every attack.
70. Rare Treat
  • Your Monster has +X Monster Trainer levels.
71. Regenerative
  • Heal X% Health every X seconds and gain X% increased healing from all sources.
72. Resistant
  • Reduce each instance of incoming damage by X.
73. Robo Ranger
  • Gain X% of The Mighty Mech’s AD, AP, and X% Health.
74. Round Two
  • On death, summon a Training Dummy equipped with the same items.
75. Selfish
  • Gain X% DR and heal for X% of damage dealt by all other allies.
76. Serious Slam
  • The first attack on each enemy deals X% AD physical damage and knocks up for X seconds.
77. Shadow Clone
  • Create a perfect copy of this champion that deals X% damage.
78. Singularity
  • Become a X-hex singularity, dealing X% Health as magic damage every second.
  • When enemies die in the singularity, gain X permanent Health.
79. Sky Piercer
  • Damage 30% Shreds and Sunders enemies for X seconds.
  • Deal X% increased damage against Shredded and Sundered enemies.
80. Socialite
  • At the end of the planning phase, mark all hexes within 1 hex of this champion.
  • Champions that start combat in a marked hex gain X% DA and X Health.
81. Solar Breath
  • Every X seconds, 1% Burn and 33% Wound the nearest enemy for X seconds.
  • Deal X% more damage to Burning enemies.
82. S.O.L.E. Fighter
  • If this champion is the only Soul Fighter fielded, it gains the benefits of Soul Fighter (4).
83. Soul Chipper
  • Dealing magic damage reduces MR by X.
84. Space Ace
  • Damage dealt contributes X% more to The Crew’s ship damage.
85. Spiky Shell
  • Gain X Armor.
  • Enemies attacking this champion take (X + X per stage) physical damage.
86. Spirit Sword
  • Gain X% Critical Strike chance.
  • Attacks that critically strike deal X% bonus magic damage.
87. Stand Alone
  • If alone in its row, gain X% Health.
88. Star Sailor
  • This champion benefits X% more from Star Guardian for each star level they have.
  • Both champions benefit X% more from Star Guardian for each star level they have.
89. Star Student
  • Gain bonus Health and X% additional Potential while Battle Academia is active.
90. Storm Bender
  • Summon a roaming storm that echoes X% of damage dealt as magic damage.
  • Both champions contribute damage. The storm is bigger.
91. Stretchy Arms
  • Gain X% AS and +X Attack Range.
92. Strong Spark
  • Every X seconds, deal X% of the closest enemy’s maximum Health as magic damage.
  • Deal the same damage to enemies whenever they are stunned.
93. Super Genius
  • Every X seconds, gain AP equal to Mana Regen.
94. Supremacy
  • This champion is always the Supreme Cell.
  • While Supreme Cells is active, gain X% DA, doubled for the rest of combat after killing X enemies.
95. Surge 66
  • At combat start, gain X% AS and X% AP.
  • After X and X attacks, this amount doubles.
96. Tank-zilla
  • Gain X% Health and grow larger.
  • After X seconds, stomp the board, knocking up all enemies for 1.5 seconds.
97. Thrillseeker
  • On kill, heal X% Health and gain AS for X seconds and execute enemies below X% health.
98. Tiny Terror
  • Gain X% AS.
  • At X% Health, double it for the rest of combat and shrink in size for X seconds, dodging all attacks.
99. Trickster
  • At X% Health, dash to the furthest enemy, gain DA, and leave behind a Training Dummy.

    • X% DA; X Dummy Health
100. Ultra Stance
  • Gain the Juggernaut, Duelist, and Executioner traits regardless of Lee Sin’s stance.
101. Undefeated
  • Gain X Health for each player combat win or X DA per loss.
102. Unflinching
  • Gain X% SV and immunity to crowd control for the first X seconds of combat.
103. Unstoppable
  • Gain X Health and immunity to crowd control.
  • Charge to new targets, stunning enemies passed through for X seconds.
104. Warming Up
  • At combat start, gain X Armor and MR.
  • Every second, convert X Armor and MR to X% AD (up to X).
105. Weights
  • Gain X Weights and move and attack X% slower.
  • Player combats drop X Weight, losing drops 1 more.
  • When all Weights are dropped, move faster and gain X% AS and X% DR.
AD
AD
Your guide has been published! 🎉
Teamfight Tactics
TFTtomus
Power Ups List - TFT Set 15: K.O. Coliseum
TFTtomusUpdated 2d ago
Tacter games
Welcome to Tacter, !
  • Exclusive Guides

    Get access to tailored guides for your favorite games.

  • Personalized Content

    Receive recommendations based on your favorite games.

  • Follow your favorite Content Creators

    Get notified whenever the best players and content creators releases new guides and posts.

  • Become a Creator and make money

    Become a Creator and make money