![]() At the start of each round, items on your bench are randomized (excluding Tactician's Crown, Spatula, and consumables). Your team counts as having 1 additional Mystic. Your team counts as having 1 additional Mirage. Your units without items equipped restore 4 Mana per second. Your units with no items gain 30 Armor and Magic Resist. Your team counts as having 1 additional Mage. When your units cast and deal Ability damage, the first target hit and a nearby enemy take 40-130 (based on current Stage) magic damage. ![]() ![]() Your team counts as having 1 additional Guild. Your team counts as having 1 additional Guardian. Your 1 and 2 cost champions gain 25% Attack Speed and Move Speed.Īll healing and shielding on your units is increased by 25%. Your team counts as having 1 additional Evoker. When your units receive critical strikes, they deal 50-110 (based on current Stage) magic damage to nearby enemies. Your units gain 1 Attack Damage and Ability Power per Trait active across your army. Your units that start combat with no adajacent allies gain a 25% maximum Health shield for 10 seconds. Your champions holding an item gain 100 Health and restore 2 Mana per second. Your champions holding an item gain 100 Health and 20 Armor. Your champions holding an item gain 100 Health and 8 Attack Damage. Excess healing is converted to a shield up to 300 Health. Your units heal for 12% of the damage dealt by attacks and Abilities. Your team counts as having 1 additional Cavalier. Your team counts as having 1 additional Cannoneer. Your team counts as having 1 additional Bruiser. Your units that start combat next to a unit with over 2000 Health take 10% less damage for the rest of combat.īruisers regenerate 2.5% of their maximum Health each second. Your units that start combat only adjacent to each other gain 10% Attack Speed and 15 Armor. Your team counts as having 1 additional Astral. Your team counts as having 1 additional Assassin. You cannot perform actions for the next 3 rounds. Once per combat at 66% and 33% Health, gain 1 gold and immunity for 1 seconds.Įvery 5 seconds, the next attack deals 9001x the amount of gold in your bank in true damage. Upon destruction, grant the item Diamond Hands, 1 Champion Duplicator and 15 gold. Each attack has a 6% chance to drop 1 gold.Īfter dying during combat 8 times, this item is destroyed. Gain 1% bonus Attack Speed per gold in your bank (up to 80). For every 2 units alive when this happens, gain 1 gold. If the holder is alive after 15 seconds of combat, your units deal 1% more damage per gold you have. ![]() Gain 1 Attack Damage per gold in your bank (up to 80).Attack grant 1 stack, up to 100 times, At full stacks, grant 7 gold and 1 item component(s). Grant 1 Armor, 1 Magic Resist, and 8 Health when taking damage, stacking up to 40 times.At full stacks, grant 2 gold. When updating the PBE server, some contents may be different. * Data on this page was provided by Riot Games. * Shimmerscale items are unique item through Shimmerscale trait. Spellsword's Enchantment: Each player combat, gain Ability Power per attack.ĭuelist's Dexterity: Innate: Mirage units move faster.Īttacks grant bonus Attack Speed, up to 10 stacks. (8) Heal 110% maximum Health heal a 2nd timeĮxecutioner's Edge: Always critically strike low Heath targets with Attacks and Abilities. (6) Heal 65% maximum Health heal a 2nd time Pirate's Greed: Gain a chest of loot after each player combat.ĭawnbringer's Determination: Once per combat, rapidly heal at 50% Health Increases by 10% per win, stacks up to 5 times! Warlord's Honor: After winning any combat, gain bonus Health and Ability Power. Mirage champions (2/4/6/8) gain a different Trait bonus from game to game.Įlectric Overload: When attacking or being hit by an attack, gain a chance to deal 8% of their maximum Health as magic damage to adjacent enemies.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |