
Your team counts as having 1 additional Academic.

Gain 1 Tome of Traits.

Your team counts as having 1 additional Arcanist. Gain a Swain.

After 15 seconds of combat, your units deal 50% more damage.

Your team counts as having 1 additional Assassin. Gain a Talon

Your team counts as having 1 additional Bodyguard. Gain a Blitzcrank

Your team counts as having 1 additional Bruiser. Gain a Trundle

Your units with no Traits active gain 300 Health and 50% Attack Speed.

After losing your combat, gain 2 gold and a free Shop refresh.

Your units heal for 12% of the damage dealt by attacks and abilities. Excess healing is converted to a shield up to 300 Health.

Your team counts as having 1 additional Challenger. Gain a Quinn

Chemtechs explode on death, dealing 20% of their maximum Health as magic damage to enemies within 2 hexes.

Your team counts as having 1 additional Chemtech.

Your team counts as having 1 additional Clockwork. Gain a Zilean

Assassins Mana Reave the first unit they attack, increasing their maximum Mana by 65% until they cast.

Your units equipped with an item gain 150 Health and 10 Attack Damage.

After winning your combat, gain 1 bonus gold for every 2 surviving units.

There are now 2 Tyrants.

Summon 1 additional Socialite Spotlight. The Spotlight now grants 400 bonus Health.

Your team counts as having 1 additional Enchanter. Gain a Taric

Your team counts as having 1 additional Enforcer. Gain a Vi

The first time an enemy is attacked by a Challenger, they are Disarmed for 3 seconds.

Your units that start combat with no adajacent allies gain a 30% maximum Health shield for 8 seconds.

Your 1 and 2 cost units gain 25% movement and Attack Speed.

All healing and shielding received by your units is increased by 35%.

If you have less than 10 gold at the end of a round, gain 2 gold.

Your team counts as having 1 additional Imperial. Gain a Swain

Your team counts as having 1 additional Innovator.

Gain 1 random completed item.

Your units that start combat in the front 2 rows gain 25 Attack Damage.

Your units with no items gain 35 Armor and Magic Resist.

Your team counts as having 1 additional Mercenary.

Your team counts as having 1 additional Mutant. Gain a Kog'Maw

When your Syndicates die, they grant your other Syndicates 20 Attack Damage and Ability Power.

Gain a random component. At the start of each turn, items on your bench are randomized (excluding Force of Nature, Spatula, and consumables).

Gain 2 Target Dummies.

Mercenary units have a 50% chance to drop 1 gold when they kill an enemy.

Your team counts as having 1 additional Protector. Gain a Blitzcrank

Arcanists start combat with a shield equal to 300% of their Ability Power for 8 seconds

Your team counts as having 1 additional Scholar. Gain a Zyra

Your team counts as having 1 additional Scrap. Gain a Blitzcrank.

When the Innovation dies, it will become untargetable and repair itself if an Innovator is still alive.

Your team counts as having 1 additional Sniper. Gain a Tristana

Snipers gain +8% damage per round they’ve started combat in the same hex. (Maximum +40%)

Your team counts as having 1 additional Socialite.

Yordles gain 35% Dodge Chance.

At the start of combat, Bodyguards grant 100% of their Armor bonus to non-Bodyguard allies directly behind them (does not stack). Increase Bodyguard's Armor by 25%.

Your units gain 2 Attack Damage and Ability Power per Trait active across your team.

Your team counts as having 1 additional Syndicate. Gain a Zyra

Your units heal 400 Health on kill.

Your team counts as having 1 additional Twinshot. Gain a Kog'Maw

Whenever your team has fewer units alive than your opponent, your units regenerate 9% of their missing Health every second. (Capped at 150))

Mutants randomly gain one of the following when they reach 2 star: 500 Health, 30% Attack Speed, 30 Attack Damage, or 30 Ability Power. These bonuses stack.

Your units' attacks ignore 20% of the target's Armor and reduce healing received by 50% for 5 seconds.