Game guide

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Check out OP.GG's synergy guide for detailed information on synergies, combos, and strategies.

Origins

  • Automata
    Automata
    Automata gain a crystal when they deal damage. At 20 crystals, they blast their current target, dealing magic damage + 25% of damage dealt since the previous blast and reset. They also gain Armor and Magic Resist.
    2
    150 damage, 20 
    4
    325 damage, 45 
    6
    650 damage, 80 
  • Scrap
    Scrap
    Combat start: Components held by Scrap units temporarily turn into full items. Scrap units gain Shield for 20 seconds for each component held by your team, including those that make up a full item.

    2
    1 component, 25 Shield
    4
    3 components, 35 Shield
    6
    All components, and full items become lucky! 50 Shield
    9
    Generate Radiant items! 60 Shield
  • Emissary
    Emissary
    This trait is active only when you have exactly 1 or 4 unique Emissaries.
    1
    Gain that Emissary's bonus
    4
    Gain all bonuses. Emissaries gain 300  and 20% 
  • Family
    Family
    Family members support each other, reducing their max Mana and gaining extra bonuses.

    3
    25% reduction, 20% 
    4
    30% reduction, 20% 
    5
    40% reduction, heist on topside! After combat, progress the heist, increased for each surviving Family member!
  • Conqueror
    Conqueror
    Conquerors' takedowns grant stacks of Conquest. After gaining enough Conquest, open War Chests full of loot!

    Conquerors gain Attack Damage and Ability Power, increased by 3% for each War Chest opened.
    2
    16% ; 1x Conquest
    4
    25% ; 3x Conquest
    6
    40% ; 6x Conquest
    9
    100% ; 20x Conquest
  • High Roller
    High Roller
    When casting, Sevika rolls a random Jinx modification to her Ability and gains 80% Durability for 1.5 seconds.

    Mods:
    -Rocket: Launch 8 rockets that deal 100 physical damage each
    -Shield: Gain 500 Shield for 4 seconds
    -Coin: Gain 3 gold
  • Academy
    Academy
    The Academy sponsors 3 items each game.

    Copies of sponsored items grant bonus max Health and Damage Amp. Academy units holding sponsored items gain double the amount, plus an additional 5% Health and Damage Amp.
    3
    2% ;gain 1 sponsored item.
    4
    3% ;gain 1 sponsored item.
    5
    4% ;gain 1 sponsored item.
    6
    8%
  • Chem-Baron
    Chem-Baron
    Gain Shimmer after each player combat. If your loss streak is at least 3, gain more.

    At each stack of 100 Shimmer, the Black Market offers you contraband that only Chem-Barons can use. Chem-Barons gain max Health for each Black Market you pass on.
    3
    15 or 30; 20 
    4
    20 or 40; 50 
    5
    20 or 60; 90 
    6
    30 or 80; 125 
    7
    30 or 120; 180 
  • Rebel
    Rebel
    Rebels gain 12% max Health.

    After your team loses 20% of their Health, a smoke signal appears, granting Rebels 60% Attack Speed for 5 seconds and extra power for the rest of combat.

    3
    15% 
    5
    30% , 12% 
    7
    45% , 15% , and Stun all enemies for 2 seconds
    10
    The smoke signal triggers at Combat Start and every 6 seconds.
  • Enforcer
    Enforcer
    Combat Start: Enforcers gain Shield and Damage Amp. The highest Health enemy units become WANTED!

    When a Wanted enemy dies, Enforcers gain 30% Attack Speed.
    2
    1 units; 1200% , 12% 
    4
    2 units; 2500% , 20% 
    6
    4 units; 3500% , 35% 
    8
    5 units; 4500% , 55% 
    10
    ALL enemies; 10000% , 150% ; Combat Start: Confiscate all enemy items!
  • Firelight
    Firelight
    Every 6 seconds, Firelights dash. While dashing, they attack with infinite range and heal a percentage of the damage taken since their last dash.

    2
    20% of damage taken
    3
    33% of damage taken
    4
    40% of damage taken. While dashing, gain a massive burst of Attack Speed.
  • Experiment
    Experiment
    Gain Laboratory hexes on your board.

    Combat start: Experiments standing on Laboratory hexes gain the Experiment bonuses of all Experiments on Laboratory hexes, plus max Health.
    3
    2 Laboratories, 100 
    5
    3 Laboratories, 300 
    7
    Experiment bonuses increase by 100%!
  • Junker King
    Junker King
    Every 3 rounds, open an armory to purchase permanent upgrades to your strongest Rumble's mech.
  • Black Rose
    Black Rose
    3
    Summon a chained Sion. He is freed after 5 casts from Black Rose units or when he drops below 65% health.
    4
    Sion grows stronger and his enemies take more damage from Black Rose units.
    5
    Sion unleashes dark magic and heals to full Health when freed.
    7
    When Sion dies, he restores to life with power beyond death!

Classes

  • Sorcerer
    Sorcerer
    Your team gains 10 Ability Power. Sorcerers gain more.
    2
    20 
    4
    50 
    6
    85 
    8
    100 , Abilities reduce their target's damage by 25% for 3 seconds
  • Artillerist
    Artillerist
    Every 5 attacks, Artillerists launch a rocket that deals 125% Attack Damage around the target. They also gain Attack Damage.
    2
    10%
    4
    40% 
    6
    50% , Launch a rocket every 4 attacks that deals double damage.
  • Form Swapper
    Form Swapper
    Innate: Form Swappers change their stats and ability based on if they're placed in the front 2 rows or back 2 rows.

    Frontline Form Swappers gain Durability. Backline Form Swappers gain Damage Amp.
    2
    15%  or 20% 
    4
    30%  or 40% 
  • Sentinel
    Sentinel
    Your team gains Armor and Magic Resist. Sentinels gain triple.
    2
    12 
    4
    25 
    6
    42 
  • Ambusher
    Ambusher
    Damage from Ambushers' Abilities can critically strike. They also gain bonus Critical Strike Chance and Critical Strike Damage.
    2
    20% , 10% 
    3
    30% , 20% 
    4
    40% , 30% 
    5
    55% , 35% ; also gain 15% Durability
  • Visionary
    Visionary
    Whenever Visionaries gain Mana, they gain more.
    2
    25%
    4
    50% 
    6
    80% 
    8
    100% , Abilities heal an ally for 20% of damage dealt
  • Sniper
    Sniper
    Snipers deal more damage to targets farther away.
    2
    7% damage per hex
    4
    16% damage per hex
    6
    35% damage per hex and +5 Attack Range
  • Dominator
    Dominator
    Combat start: Dominators gain a Shield for 15 seconds.

    When Dominators cast, they gain stacking Ability Power based on the Mana spent.
    2
    250 Shield, 25% 
    4
    450 Shield, 45% 
    6
    700 Shield, 70% 
  • Pit Fighter
    Pit Fighter
    Pit Fighters gain 15% Omnivamp and deal bonus true damage. Once per combat at 50% Health, they heal a percentage of their max Health over 2 seconds.
    2
    6% true damage, 10% 
    4
    12% true damage, 25% 
    6
    20% true damage, 40% 
    8
    50% true damage, 99% 
  • Bruiser
    Bruiser
    Your team gains 100 max Health. Bruisers gain more.
    2
    20% 
    4
    45% 
    6
    75% 
  • Quickstriker
    Quickstriker
    Quickstrikers move faster and gain Attack Speed, based on their target's missing Health.
    2
    20-60% 
    3
    30-80% 
    4
    40-100% . On target death, Quickstrikers dash to a new target and gain 200 shield for 3 seconds.
  • Watcher
    Watcher
    Watchers gain Durability, increased while above 50% Health.
    2
    15% or 30% 
    4
    25% or 45% 
    6
    35% or 50% 

Team-up

  • Menaces
    Menaces
    Powder gains Dominator but no longer benefits from Family. When her monkey explodes, it creates 3 of Silco's monstrosities.
  • Martial Law
    Martial Law
    When Ambessa casts, Caitlyn fires an empowered attack at the target, dealing 225% damage. Ambessa gains 30% of Caitlyn's Attack Damage.
  • Reunion
    Reunion
    When Vi casts, Ekko releases 3 afterimages towards her target each dealing 50% damage. When Ekko casts, Vi slams an earthquake towards his target dealing 150% damage.
  • Sisters
    Sisters
    When Jinx scores a takedown, Vi gains 40% bonus Attack Damage for 7 seconds. When Vi scores a takedown, Jinx gains 75% bonus Attack Speed for 5 seconds.
  • What Could Have Been
    What Could Have Been
    Vander gains 0 permanent max Health for each time Silco casts. Silco gains 0 permanent Ability Power for each time Vander dies.
  • Unlikely Duo
    Unlikely Duo
    Jinx and Sevika gain 10% Attack Damage and 150 Health. Whenever one casts, they grant the other 15 mana. Sevika's arm is luckier.
  • Geniuses
    Geniuses
    When Heimerdinger casts, Ekko releases 3 afterimages, each dealing 33% damage. When Ekko casts, Heimerdinger fires 3 missiles, each dealing 105% damage.
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