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

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Jul 14, 25
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Every Power Up in TFT Set 15: K.O. Coliseum

TFT Set 15: K.O. Coliseum introduces the new Set Mechanic known as Power Ups.

They’re somewhat reminiscent to Set 13’s Anomalies, except these new abilities take form right out of the gate.

Let’s dive into the complete list. The numbers are currently undetermined, so be sure to refer to our updated list of Power Ups once the patch goes live.

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Set 15 Power Ups

  • 100 Push Ups Gain X% DR. Also, gain X permanent DA when you reroll.
  • Adaptive Skin When taking damage, gain X Armor or MR based on the damage type (up to X total resists).
  • All Out At combat start, immediately go ALL OUT and gain X% Durability and X% AD. No longer decay health while ALL OUT.
  • Annihilation Gain X% DA. The first time this champion gets a takedown increase the bonus to X% DA.
  • Artistic KO Every 4th attack deals X% more damage. Overkill damage splits between X additional targets.
  • Attack Expert Gain X% AD and gain X% more AD from all sources.
  • Atomic Store X% Health at combat start and store X% more every second during combat. On death deal magic damage in a large radius based on Health stored.
  • Best Defense When granting or receiving shields, add X% of the shield’s value as bonus physical damage on the next attack.
  • 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.
  • Bladenado Attacks create a tornado of blades around the target, dealing X% AD physical damage to enemies within attack range.
  • Blink Attack When switching targets, blink to the next target. The next attack deals X% more as magic damage.
  • Blood Brothers Damage dealt by Yone and Yasuo bleeds enemies for X% of damage dealt over X seconds.
  • Body Change At combat start take the form of the nearest ally and grant them and this champion a X% Health shield.
  • Bonus Bloom Summon an additional plant but plants deal X% less damage and have X% less health.
  • Bullet Hell Fire X% more projectiles with abilities.
  • Caretaker On cast, the lowest percent health ally gains X shield (AP) for X seconds.
  • Classy Last-listed traits are X% more effective.
  • Colossal Become bigger, more powerful, and gain Health, DR, and DA, but take up 2 team slots.
  • Corrosive X% Shred and Sunder enemies within 2 hexes. Take X% less damage from Shredded or Sundered enemies.
  • 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.
  • Critical Threat Abilities can Critically Strike. Every X seconds, gain X% Critical Strike Chance .
  • Cyclone Rush Gain X% AS. At combat start, a whirlwind removes the opposite enemy from combat for X seconds. Gain X% AS. Both champions have a whirlwind.
  • Dark Amulet Heal for X% of magic damage dealt. On cast, lose X% Health, but gain X stacking AP.
  • Demolitionist Ability damage stuns for X second.
  • Doom Barrage Arrows consume X less mana during Varus’s ability.
  • Doublestrike Attacks have a X% chance to trigger an additional attack.
  • Efficient Reduce maximum mana by X.
  • Essence Share On cast, all other allies gain X% of mana spent.
  • Fairy Tail On cast spawn 2 Fairy Friends that each deal X-X (based on Stage) to the target over the next X seconds.
  • Fan Service Xayah gains AD and AS per Rakan star level. Rakan gains Health, Armor, and MR per Xayah star level.
  • 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.
  • Final Boss Gain X% SV. Whenever an ally dies, gain X% stacking DA.
  • Final Form After round X-X if this champion is 3-star, become 4-star at combat start.
  • Finalist Gain X% DA and X% DR, increased by +X% DA and +X% DR for each eliminated player.
  • Frost Touch Attacks have a X% chance to stun the target for X seconds. These attacks deal X bonus magic damage per Stage.
  • Fusion Dance At combat start, fuse with the nearest ally, gaining X% of their Health, AD, and AP.
  • Gather Force On cast, gain stacking AD equal to X% of mana spent.
  • 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.
  • 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.
  • Hero’s Arc Gain X% DA per player level. At level 10 gain an additional X% DA.
  • 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.
  • Ice Bender Ryze’s ability hits in a wider area and X% Chills enemies.
  • Inner Fire Every X seconds, Burn and Wound the closest enemy within 6-hexes for X seconds. Take X% less damage from Burning enemies.
  • Kahunahuna Every X attacks, deal X% AD true damage.
  • Killer Instinct Abilities target’s the lowest health enemy in range instead. Gain X Mana Regen and +1 Range.
  • 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.
  • Mage Cast abilities twice but deal X% less damage.
  • Mage 2 Every other cast, this champion casts their Ability twice and has modified total Attack Damage.
  • Magic Expert Gain X AP and gain X% more AP from all sources.
  • Mana Rush Reduce mana cost by X. Gain X% AD and X AP.
  • Mastermind At combat start, gain X mana and give X mana to all allies in a line in front of you.
  • Max Arcana Gain X AP, and permanently gain X every 2 takedowns.
  • Max Attack Gain X% AD, and permanently gain X% every 2 takedowns.
  • Max Speed Gain X% AS, and permanently gain X% every 2 takedowns.
  • Max Vitality At combat start gain X permanent Health. Every X seconds this champion survives, gain X additional permanent Health.
  • 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.
  • Mechador When you field Mighty Mech and Luchador, The Mighty Mech benefits from Luchador.
  • Mind Battery The first ability use each combat grants X Mana Regen and X% AP.
  • Needlework Fire X bonus needles with every 1st and 2nd cast that deal X% damage.
  • Not Done Yet Once this champion has died X times, gain X% Health and X% AS.
  • On The Edge Start combat with X% health, but gain X% DA.
  • Ordinary If none of this champion’s traits are active, gain X-X Health and X-X% AS (based on current Stage).
  • Over 9000 At the start of each round, gain a random permanent stat bonus.
  • 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.
  • Power Font At combat start and every X seconds, gain X Mana Per Second.
  • Precision Set Attack Speed to X. Convert X% AS to X% AD. Attacks deal X% more damage and grant X more mana.
  • Pure Heart Every X seconds heal this champion and allies within 2-hexes for X% of their missing health.
  • Pursuit On cast dash, fire X additional shots, and gain X AP for the rest of combat.
  • Ramping Rage Gain X% AS on every attack.
  • Rare Treat Your Monster has +X Monster Trainer levels.
  • Regenerative Heal X% Health every X seconds and gain X% increased healing from all sources.
  • Resistant Reduce each instance of incoming damage by X.
  • Robo Ranger Gain X% of The Mighty Mech’s AD, AP, and X% Health.
  • Round Two On death, summon a Training Dummy equipped with the same items.
  • Selfish Gain X% DR and heal for X% of damage dealt by all other allies.
  • Serious Slam The first attack on each enemy deals X% AD physical damage and knocks up for X seconds.
  • Shadow Clone Create a perfect copy of this champion that deals X% damage.
  • Singularity Become a X-hex singularity, dealing X% Health as magic damage every second. When enemies die in the singularity, gain X permanent Health.
  • Sky Piercer Damage 30% Shreds and Sunders enemies for X seconds. Deal X% increased damage against Shredded and Sundered enemies.
  • Socialite At the end of 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.
  • Solar Breath Every X seconds, 1% Burn and 33% Wound the nearest enemy for X seconds. Deal X% more damage to Burning enemies.
  • S.O.L.E. Fighter If this champion is the only Soul Fighter fielded, it gains the benefits of Soul Fighter (4).
  • Soul Chipper Dealing magic damage reduces MR by X.
  • Space Ace Damage dealt contributes X% more to The Crew’s ship damage.
  • Spiky Shell Gain X Armor. Enemies attacking this champion take (X + X per stage) physical damage.
  • Spirit Sword Gain X% Critical Strike chance. Attacks that critically strike deal X% bonus magic damage.
  • Stand Alone If alone in its row, gain X% Health.
  • 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.
  • Star Student Gain bonus Health and X% additional Potential while Battle Academia is active.
  • Storm Bender Summon a roaming storm that echoes X% of damage dealt as magic damage. Both champions contribute damage. The storm is bigger.
  • Stretchy Arms Gain X% AS and +X Attack Range.
  • 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.
  • Super Genius Every X seconds gain AP equal to Mana Regen.
  • 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.
  • Surge 66 At combat start, gain X% AS and X% AP. After X and X attacks, this amount doubles.
  • Tank-zilla Gain X% Health and grow larger. After X seconds, stomp the board, knocking up all enemies for 1.5 seconds.
  • Thrillseeker On kill, heal X% Health and gain AS for X seconds and execute enemies below X% health.
  • 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.
  • Trickster At X% Health, dash to the furthest enemy, gain DA, and leave behind a Training Dummy. X% DA; X Dummy Health
  • Ultra Stance Gain the Juggernaut, Duelist, and Executioner traits regardless of Lee Sin’s stance.
  • Undefeated Gain X Health for each player combat win or X DA per loss.
  • Unflinching Gain X% SV and immunity to crowd control for the first X seconds of combat.
  • Unstoppable Gain X Health and immunity to crowd control. Charge to new targets, stunning enemies passed through for X seconds.
  • Warming Up At combat start gain X Armor and MR. Every second, convert X Armor and MR to X% AD. (up to X)
  • 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.
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TFT Set 15: K.O. Coliseum Power Ups List
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