At each tier, pick a weapon that a random Anima Squad champion fires periodically during combat. Anima Squad champions gain Armor, Magic Resist, and Damage Amp.
BoomBots fire a missile every 400 damage dealt at a nearby enemy that deals magic damage. 8% of damage taken contributes to damage dealt.
Your strongest Cyberboss upgrades to its final form and gains Health, Ability Power, and its ability hits more enemies.
Gain Intel by losing combat, increased for loss streaks. Gain a small amount for killing enemies.
You may trade your Intel for loot one time on round
3-3, 3-7, 4-3, 4-7, or 5-5.
After trading Intel, Cypher champions gain Attack Damage and Ability Power.
Divinicorp champions grant unique stats to your team, increased for each Divinicorp in play.
Divinicorp champions gain double.
Gain unique items that can only be equipped by Exotech champions. They gain Health and Attack Speed for each item equipped.
After 2 player combats, open an Armory of Trait Mods that permanently reprogram a champion to benefit from a trait (but not contribute).
Every time you get a Trait Mod, the next one requires 1 additional round.
Rounds remaining: -
Golden Ox gain Damage Amp and have a chance to drop gold on kill.
If you spend 8 gold on rerolls or XP in a single turn, permanently increase their Damage Amp and the gold required for the next bonus. Rerolls count double towards gold spent.
Every round, Nitro champions grant Chrome to R-080T, based on their star level. Each Chrome grants 14 Health and 1 Ability Power.
At 200 Chrome, it upgrades to T-43X!
The Overlord takes a bite out of the unit in the hex behind him, dealing 40% of their max Health as true damage. He gains 40% of their Health and 33% of their Attack Damage.
Gain a hologram copy of the highest cost enemy Viego helped kill last round. It has 600/900/3000 Health, deals 30%/40%/200% damage, and has 1 recommended item.
Allies in painted hexes gain Health, Ability Power, and Attack Damage. Some hexes are Signature hexes and grant 50% more.
Street Demons double all bonuses.
Get a Kingpin hat that uniquely upgrades a Syndicate champion's ability.
Syndicate champions gain Health and Damage Amp.
The Virus infects your shop with a 10% chance to spawn a bloblet. When purchased, it merges and increases the strongest Zac's max Health by 3% and Ability Power by 5.
A.M.P. champions upgrade their abilities in unique ways with Amp (). They also gain Health.
Your team gains 10 Armor and Magic Resist. Bastions gain more.
For the first 10 seconds of combat, Bastions increase their bonus by 100%.
Your team gains 100 Health. Bruisers gain more.
Every 3 seconds, your team gains Mana. Dynamos gain 100% more.
Executioner Abilities can critically strike. They also gain bonus Critical Strike Chance and Critical Strike Damage.
If the target's Health is below 30%, the bonus Critical Strike Damage is doubled.
Marksmen gain Attack Damage. After 8 seconds of combat, they increase their bonus by 100%.
Your team gains 10% Attack Speed. Rapidfire champions gain more on each attack, stacking up to 10 times.
Slayers gain Attack Damage and Omnivamp. Overhealing heals the lowest percent Health Slayer for 50% of the excess amount.
Techies gain Ability Power.
Enemies hit by their abilities deal 10% less damage for 3 seconds.
Vanguards gain 10% Durability while Shielded.
Combat start and 50% Health: Gain a max Health Shield for 10 seconds.
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Gain )
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Fire wolf at the current target, dealing )
For the next 5 seconds, gain )
Hack the target and the nearest non-hacked enemy, dealing )
Deal )
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Throw a buckler at the farthest enemy within 4 hexes, dealing )
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Fire a soundwave through the current target that deals )
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Gain )
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Gain )
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Send a large vine towards the current target, Stunning them for 1 second and dealing )
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Heal )
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{{TFT_Keyword_Sunder}}
Heal )
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Heal )
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Fire a bouncing grenade that hits four enemies, dealing )
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{{TFT_Keyword_Sunder}}
Send )
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Knock the target into the air for 1.75 seconds. Over the duration, heal )
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First cast: Every second for the rest of combat, heal )
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Gain )
Gain )
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Rapidly fire 3 attacks. The first two deal )
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Deal )
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If Veigar is the same star level as the target, deal
Gain )
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{{TFT_Keyword_Chill}}
Hurl two massive axes at the most enemies in a line, dealing )
Fire 4 lasers at the current target and 4 more split between the nearest 2 enemies, each dealing )
For 3 seconds, tether to the closest 3 enemies, dealing )
Gain )
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Heal )
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Strike the most enemies in a semi-circle, gaining )
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Fire )
Gain )
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Heal )
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Each cast increases leap range by 1 hex.
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Fire a chain that deals )
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Throw a fireball at the current target that deals )
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Every 4 casts, instead, summon )
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Fire a moon blast at the largest group of enemies that deals )
Equip 4 Chakram, plus 1 more for each enemy hit by the blast, that last for 6 attacks and deal )
Throw a paint bomb at the largest group of enemies within )
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Fire a disorienting sound blast in a cone, dealing )
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Gain )
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Enemies damaged by this ability take )
Fire 8 waves of bullets towards the largest clump of enemies over 2 seconds. Enemies struck take )
Gain )
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{{TFT_Keyword_Chill}}
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Impale 6 feathers into the current target that each deal )
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Throw a shuriken at the furthest unmarked enemy within 4 hexes that deals )
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Dash to a nearby location so quickly an untargetable echo lingers. The echo )
Echoes last )
Throw a bomb that hits the most enemies in a )
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On first cast, swap places with the left-most champion on your bench and continue fighting. That champion gains )
Teleport to hit the most enemies in a line, dealing )
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Gain )
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Deal )
First Cast: Enter frenzy mode where attacks strike twice, dealing )
Second Cast: Frenzy mode now strikes thrice, dealing )
Dash towards the target and fire a volley of )
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When the volley ends, dash back to safety while dealing )
For the duration of the Ability, Samira is Unstoppable and has )
For [ 5 / 5 / 60 ] seconds, gain )
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Each cast, the first time a locked-on enemy falls beneath [ 15 / 15 / 95 ]% Health, execute them, reel them in, and grind them into parts.
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