Gain an Academy Emblem.
When an ally dies, they grant the Tyrant 33% of their maximum Health.
Gain 1 Tome of Traits.
Gain an Arcanist Emblem and a Swain.
Colossus become invulnerable for 2 seconds the first time their Health drops to 60% and 30%.
Gain an Assassin Emblem and a Talon.
Your units equipped with 2 items temporarily gain a random completed item at the start of combat.
Gain a Bodyguard Emblem and a Leona.
5 seconds into combat, all enemies and non-Clockwork units are frozen in time for 4 seconds.
Gain a Bruiser Emblem and a Trundle.
Your units with no Traits active gain 400 Health and 60% Attack Speed.
Your units heal for 20% of the damage dealt by attacks and abilities. Excess healing is converted to a shield up to 450 Health.
Gain a Challenger Emblem and a Quinn.
Chemtechs explode on death, dealing 30% of their maximum Health as magic damage to enemies within 2 hexes.
Gain a Chemtech Emblem and a Warwick.
If you have no units on your bench at the end of a round, gain 3 experience points.
Gain a Clockwork Emblem.
After casting their first Ability, Academics restore 90% of their maximum Mana.
Your units equipped with an item gain 250 Health and 20 Attack Damage.
Your units that start combat with no adajacent allies gain a 50% maximum Health shield for 8 seconds.
Your 1 and 2 cost units gain 40% movement and Attack Speed.
Mercenaries deal 2% more damage per 1 gold you have. (Maximum +60%)
Gain 2 Loaded Dice.
Gain an Imperial Emblem and a Swain.
Chemtechs now additionally trigger their bonuses at the start of combat.
Every 3 combat rounds with the Scrap Trait active, gain a random component.
Your units that start combat in the first 2 rows gain 40 Attack Damage.
Scholars gain 2 Ability Power after each combat and an additional 2 if they survive combat.
Your units with no items gain 55 Armor and Magic Resist.
Gain a Mercenary Emblem.
Your Tactician moves faster and heals 2 Health at the start of each round.
Gain a Mutant Emblem.
After winning your combat, gain 1 bonus gold for each surviving Syndicate.
Gain a Protector Emblem.
Gain 10 gold. Your maximum interest is increased to 7.
Arcanists start combat with a shield equal to 450% of their Ability Power for 8 seconds
Gain a random completed item. Selling champions breaks apart their full items into components (excluding Force of Nature).
Gain a Scholar Emblem and a Heimerdinger.
Gain a Scrap Emblem and a Blitzcrank.
Allies adjacent to a spotlight at the start of combat gain 100% of its bonuses.
Twinshot's ranged attacks and abilities can bounce once, dealing 45% less damage.
Bruisers regenerate 3% of their maximum Health each second.
The first time Assassins drop below 60% Health, they briefly enter stealth, becoming untargetable and shedding all negative effects.
Gain a Sniper Emblem and a Tristana.
After casting their Ability, Arcanists’ next attack deals bonus magic damage equal to 225% of their Ability Power
Your units gain 3 Attack Damage and Ability Power per Trait active across your team.
At the start of combat, burn all enemies for 16% of their maximum HP over 8 seconds and reduce healing received by 50%.
Gain a Syndicate Emblem and a Zyra.
Your units heal 600 Health on kill.
Your units with more than 1400 maximum Health gain Attack Damage equal to 3% of their maximum Health.
Gain a free Shop refresh each round.
Gain 2 experience points when you refresh your Shop.