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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
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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
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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.