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Set 7 Traits

Assassin
Innate: Leap to the enemy backline when combat starts.

Assassins' Abilities can critically strike and they gain bonus Critical Strike Damage.
(2)
+15% Crit Chance and +25% Crit Damage
(4)
+30% Crit Chance and +45% Crit Damage
(6)
+45% Crit Chance and +70% Crit Damage
Astral
Every 5th Shop has increased odds to show Astral champions and also grants an Astral orb.

Your team gains bonus Ability Power.
(3)
5 Ability Power
(6)
30 Ability Power; orb value increases
(9)
60 Ability Power; orbs may contain components
Bard
(1)
Allies that survive player combat have a 10% chance to create a Doot. Bard always creates a Doot when dancing.

Each Doot you collect increases your Shop odds by 1% for tiers 3, 4 and 5.
Bruiser
Your team gains bonus maximum Health. Bruisers gain double this bonus.
(2)
150 Health
(4)
300 Health
(6)
500 Health
(8)
800 Health
Cannoneer
Every 5th attack fires a cannon shot that explodes for physical damage around the target.
(2)
225 Attack Damage
(4)
475 Attack Damage
(6)
1200 Attack Damage
Cavalier
Innate: Charge quickly towards their target whenever they move.

Cavaliers gain Armor and Magic Resist. At the start of combat and after each charge, gain double the amount for 4 seconds.
(2)
30 Armor, 30 Magic Resist
(4)
45 Armor, 45 Magic Resist
(6)
60 Armor, 60 Magic Resist
Dragon
(1)
Dragons provide +3 to the marked trait, but require 2 team slots. They also gain 600 bonus Health.

This trait is active with exactly 1 Dragon champion.
Dragonmancer
Use the Dragonmancer Blessing item to choose a Hero. The Hero gains massively increased Health and Ability Power, which increases by 5% per star level of your Dragonmancers.
(3)
500 Health, 25% Ability Power
(6)
850 Health, 50% Ability Power
(9)
1650 Health, 75% Ability Power
Evoker
Gain Mana whenever an ally or enemy casts an Ability.
(2)
4 Mana
(4)
8 Mana
Guardian
Once per combat at 50% Health, Guardians shield themselves and their closest ally.

Shields stack!
(2)
300 shield
(4)
500 shield
(6)
800 shield
Guild
Grant a unique bonus to your team; Guild allies gain double the amount. Increases for each Guild member in play!

Sejuani:
+100 Health
Twitch:
+10% Attack Speed
Ryze:
+10 Ability Power
Talon:
+10 Attack Damage
Bard:
+2 Mana per attack
(1)
100% Guild bonus
(2)
120% Guild bonus
(3)
140% Guild bonus
(4)
180% Guild bonus
(5)
250% Guild bonus
(6)
300% Guild bonus
Jade
Summon movable Jade Statues that grow in power. Each combat, allies adjacent to a statue gain Attack Speed and maximum Health healing every 2 seconds. When a statue is destroyed, it deals 50% of its Health as magic damage to nearby enemies.
(3)
1 statues, +6% healing, +40% Attack Speed
(6)
2 statues, +6% healing, +40% Attack Speed
(9)
3 statues, +9% healing, +60% Attack Speed
(12)
4 statues, +25 healing, +100% Attack Speed
Legend
(3)
Each combat: An adjacent ally bestows their spirit to the Legend, which gains 100% of their Health, Armor, and Magic Resistance, plus 40% of their Ability Power.
Mage
Mages cast twice and have modified total Ability Power.
(3)
80% Ability Power
(5)
105% Ability Power
(7)
125% Ability Power
Mirage
Mirage champions gain a different Trait bonus from game to game.

Variations: Electric Overload, Warlord, Pirate, Dawnbringer, Executioner, Spellsword, Duelist
(2)
(Randomly selected per game)
(4)
(Randomly selected per game)
(6)
(Randomly selected per game)
(8)
(Randomly selected per game)
Mystic
Your team gains Magic Resist.
(2)
40 Magic Resist
(3)
80 Magic Resist
(4)
175 Magic Resist
(5)
300 Magic Resist
Ragewing
Innate: Convert Mana to Rage; attacks generate 15 Rage. After casting an Ability, enrage for 4 seconds: 30% Attack Speed but can’t gain Rage.

Gain bonus stats when enraged:
(3)
40% Attack Speed, 30% Omnivamp (healing for a percentage of damage dealt)
(6)
80% Attack Speed, 50% Omnivamp
(9)
120% Attack Speed, 80% Omnivamp
Revel
After dealing damage with an Ability, launch a firecracker that deals magic damage to a random enemy.
(2)
100 magic damage
(3)
150 magic damage
(4)
250 magic damage
Scalescorn
If you don't have a Dragon on your team, Scalescorn champions deal bonus magic damage and take 25% reduced damage from enemies with more than 1700 Health.
(2)
20% magic damage
(4)
40% magic damage
(6)
80% magic damage
Shapeshifter
Transforming grants bonus maximum Health, and heals for that amount.
(2)
50% maximum Health
(4)
70% maximum Health
(6)
100% maximum Health
Shimmerscale
Grant exclusive random Shimmerscale items.
(3)
1 unique item
(5)
2 unique items
(7)
3 unique items
(9)
5 unique items, which includes Crown of Champions
Spell-Thief
(1)
Nab a new Ability after each cast and at the start of every round.
Starcaller
(1)
The first Starcaller to cast their Ability heals you for (2/4/100), depending on their star level.
Swiftshot
Innate: gain 2 hex Attack Range.

Swiftshots gain Attack Speed for each hex between themselves and their target.
(2)
12% Attack Speed
(4)
25% Attack Speed
(6)
40% Attack Speed
Tempest
After 9 seconds, lightning strikes the battlefield. Enemies are stunned for 2 seconds and take a percent of their maximum Health as true damage. Tempest champions gain Attack Speed.
(3)
8% damage, 25% Attack Speed
(4)
18% damage, 50% Attack Speed
(5)
25% damage, 80% Attack Speed
(7)
40% damage, 150% Attack Speed
Trainer
Every round, Trainers feed 1 Snax to Nomsy each, adding Health and Ability Power. Nomsy’s star level increases every 25 Snax!
(2)
Summon Nomsy!
(3)
Nomsy’s Ability deals 100% more damage.
Warrior
Warrior attacks have a 25% chance to increase the damage of their next attack.
(2)
120% damage
(4)
300% damage
(6)
600% damage
Whispers
Whispers damage shrinks enemies, reducing their Armor and Magic Resist by 40% for 6 seconds. When they damage a shrunken enemy, Whispers gain stacking bonuses:
(2)
+3 Attack Damage and Ability Power
(4)
+5 Attack Damage and Ability Power
(6)
+7 Attack Damage and Ability Power
(8)
+12 Attack Damage and Ability Power