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When you reach 50 gold, gain a component anvil and 4 gold.
After fielding 6 non-unique traits in a player combat, gain a random emblem and a reforger.
The next time you star up a champion, gain 10 gold.
After fielding 6 non-unique traits in a player combat, gain a random emblem and a reforger.
When you reach level 9, gain 20 gold.
Choose 1 of 3 quests to prove yourself to Aurelion Sol.
The first time you fall to 30 health, gain 18 gold.
After rolling the shop 15 times, gain 2 component anvils.
Place the hex on a champion. Allies in the hex deal 15% bonus magic damage over 5 seconds. This damage 33% Wounds, and 1% Burns over the duration. [Consumable - This item disappears when used.] Burn: Deals a percent of the target's max Health as true damage every second Wound: Reduces healing received
Place the hex on a champion. Allies in the hex gain 10% max Health, and gain 35 permanent Health each round. [Consumable - This item disappears when used.]
Place the hex on a champion. Allies in the hex gain 30% Attack Speed. [Consumable - This item disappears when used.]
Place the hex on a champion. Allies in the hex gain 3 Mana Regen. [Consumable - This item disappears when used.]
Place the hex on a champion. The first time an ally in the hex hits an enemy with an Ability, that enemy is Stunned for 1.75|2 seconds. [Consumable - This item disappears when used.]
Place the hex a champion. The first time an ally in the hex falls below 40% Health, they freeze for 1 second and heal 30% of their max Health. [Consumable - This item disappears when used.]
Place the hex on a champion. Allies in the hex deal 15% bonus magic damage over 5 seconds. This damage 33% Wounds, and 1% Burns over the duration. [Consumable - This item disappears when used.] Burn: Deals a percent of the target's max Health as true damage every second Wound: Reduces healing received
Place the hex on a champion. Allies in the hex gain 30% Attack Speed. [Consumable - This item disappears when used.]
Place the hex on a champion. Allies in the hex gain 3 Mana Regen. [Consumable - This item disappears when used.]
Place the hex on a champion. The first time an ally in the hex hits an enemy with an Ability, that enemy is Stunned for 1.75|2 seconds. [Consumable - This item disappears when used.]
Place the hex a champion. The first time an ally in the hex falls below 40% Health, they freeze for 1 second and heal 30% of their max Health. [Consumable - This item disappears when used.]
Place the hex on a champion. Allies in the hex deal 15% bonus magic damage over 5 seconds. This damage 33% Wounds, and 1% Burns over the duration. [Consumable - This item disappears when used.] Burn: Deals a percent of the target's max Health as true damage every second Wound: Reduces healing received
Place the hex on a champion. Allies in the hex gain 30% Attack Speed. [Consumable - This item disappears when used.]
Place the hex on a champion. Allies in the hex gain 3 Mana Regen. [Consumable - This item disappears when used.]
Place the hex on a champion. The first time an ally in the hex hits an enemy with an Ability, that enemy is Stunned for 1.75|2 seconds. [Consumable - This item disappears when used.]
Place the hex a champion. The first time an ally in the hex falls below 40% Health, they freeze for 1 second and heal 30% of their max Health. [Consumable - This item disappears when used.]
Increase the power of Yasuo's hexes by 50%. If you only have 2 hexes, gain 8 gold.
Gain a random item component
Gain 1 Sparring Gloves.
Gain 1 Recurve Bow.
Gain 1 Tear of the Goddess.
Gain a random item component
Gain 1 Needlessly Large Rod.
Gain 1 Chain Vest.
Gain 1 Negatron Cloak.
Gain 1 B.F. Sword.
Gain a random item component
For each unique ccompleted item on your team, your team gains 15 Health, 1% Attack Damage, and 1% Ability Power.
Gain 1 Sparring Gloves.
Gain 1 Recurve Bow.
Gain 1 Tear of the Goddess.
Gain 1 Needlessly Large Rod.
Gain 1 Chain Vest.
Gain 1 Negatron Cloak.
Gain 1 B.F. Sword.
Make it rain!
Learn and grow
Just keep rolling
Gain 6 gold. If at least 5 players choose this, gain an additional 1 gold.
Make it rain!
Learn and grow
Just keep rolling
Gain 8 gold. If at least 5 players choose this, gain an additional 2 gold.
Make it rain!
Just keep rolling
Gain 10 gold. If at least 5 players choose this, gain an additional 2 gold.
Your team gains 2% Attack Damage and Ability Power per level. Gain 2 XP each round for the rest of the game.
Gain a copy of a 3-cost champion you own and 2 gold. If you don't own any 3-cost champions, gain a random one
Gain a 3-cost and a 2-cost that share a trait.
Use on a 1-cost champion to create a 1-star copy on your bench. [Consumable - This item disappears when used.]
Your next shop contains all 3-cost units. The first one you buy is free.
Gain a Lesser Champion Duplicator and 3 gold.
Gain a copy of a 3-cost champion you own and 2 gold. If you don't own any 3-cost champions, gain a random one
Gain a 4-cost and a 3-cost that share a trait.
Your next shop contains all 4-cost units. The first one you buy is free.
Gain a Lesser Champion Duplicator and 5 gold.
Gain a copy of a 4-cost champion you own and 3 gold. If you don't own any 4-cost champions, gain a random one
Gain a 5-cost and a 4-cost that share a trait.
Your team gains 18 health for each total star level in your army, and your 5 cost odds increase by 2%.
Your next PVE round will be replaced with a Scuttle Crab round with bonus loot!
After 8 rounds, gain a random Artifact.
After 3 rounds, gain a 4-cost champion.
Permanently increase a champion's Attack Speed by 20% and and decrease their size by 20%. [Consumable - This item disappears when used.]
Your next PVE round will be replaced with a Scuttle Crab round with bonus loot!
After 4 rounds, gain 2 5-cost champions.
After 3 rounds, gain a component anvil.
Permanently increase a champion's Attack Speed by 20% and and decrease their size by 20%. [Consumable - This item disappears when used.]
After 5 rounds, gain a random Artifact.
After 5 rounds, gain a Completed Item Anvil.
After 3 rounds, get a free shop reroll and your next shop contains all 5-cost champions.
Gain 2 gold each round.
Gain the Anomaly, an item which grants units a powerful evolution depending on their role. Gain 2 Magnetic Removers.
Gain a random boon from ANY god, and 2 gold.
What could it be?
12 Tactician Health
Gain 6 Tactician health. If at least 5 players choose this, gain 2 gold.
Gain a Giant's Belt.
Gain a random boon from ANY god, and 3 gold.
What could it be?
12 Tactician Health
Gain 6 Tactician health. If at least 5 players choose this, gain 3 gold.
Permanently increase a champion's health by 350 and size by 20%. [Consumable - This item disappears when used.]
Gain a Giant's Belt.
Gain a random boon from ANY god, and 5 gold.
What could it be?
Roll 3 dice. Gain gold equal to the total.
Each round, roll a die. Get a bonus based on that roll.
12 Tactician Health
Permanently increase a champion's health by 350 and size by 20%. [Consumable - This item disappears when used.]
Gain a Giant's Belt.
Your team gains 2 health for each missing player health. At the start of each player combat, gain an additional 1 player health.
Gain a random 2-star 2 cost champion. Lose 3 Tactician Health.
Gain a random 1-star 4 cost champion. Lose 4 Tactician Health.
Gain 8 gold. For each other player that picks this, lose 2 Tactician health.
Gain a random 2 cost now and after each player combat until you lose one.
Gain a random 2-star 3 cost champion. Lose 3 Tactician Health.
Gain a random 3-star 1 cost champion. Lose 3 Tactician Health.
Gain a random Emblem. Lose 3 Tactician health.
Gain 10 gold. For each other player that picks this, lose 2 Tactician health.
Gain a random 3 cost now and after each player combat until you lose one.
Gain 12 gold. You cannot buy champions for 2 rounds.
Gain a random 2-star 4 cost champion. Lose 3 Tactician Health.
Gain 2 random 1-star 5 cost champions. Lose 1 Tactician Health.
Gain a random completed item. Lose 5 Tactician health.
Gain 13 gold. For each other player that picks this, lose 1 Tactician health.
Gain 18 gold. You cannot buy champions for 2 rounds.
Your team gains 10% Durability. Lose an additional 1 Tactician health when you lose combat.