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ArcanistArcanist

Arcanists increase the Ability Power of your team.

2

Your team gains 20 Ability Power

4

Your team gains 20 Ability Power, Arcanists gain an additional 40

6

Your team gains 50 Ability Power, Arcanists gain an additional 50

8

Your team gains 135 Ability Power

AssassinAssassin

Innate: When combat starts, Assassins leap to the enemy backline. Assassins' Abilities can critically strike and they gain bonus Critical Strike Chance and bonus Critical Strike Damage.

2

10% Crit Chance & 20% Crit Damage

4

30% Crit Chance & 40% Crit Damage

6

50% Crit Chance & 60% Crit Damage

BodyguardBodyguard

Bodyguards have increased Armor. Shortly after combat begins, Bodyguards gain a shield and taunt adjacent enemies, forcing them to attack the Bodyguard.

2

75 Armor, 200 shield

4

150 Armor, 400 shield

6

250 Armor, 800 shield

8

450 Armor, 2000 shield

BruiserBruiser

Your team gains bonus maximum Health. Bruisers gain double the bonus.

2

125 Health

4

225 Health

6

450 Health

8

800 Health

ChallengerChallenger

Challengers get bonus Attack Speed. Upon scoring a takedown, Challengers dash to a new target and double this bonus for 2.5 seconds.

2

25% Attack Speed

4

50% Attack Speed

6

90% Attack Speed

8

135% Attack Speed

ColossusColossus

Innate: Colossi are bigger, more powerful, and immune to crowd control effects. Colossus gain 800 Health. However, each Colossus requires 2 team slots.

2

Colossus champions take 25% less damage.

EnchanterEnchanter

Your team has bonus Magic Resist. Enchanters gain bonus healing and shielding.

2

25 Magic Resist; 25% healing and shielding

3

45 Magic Resist; 50% healing and shielding

4

70 Magic Resist; 80% healing and shielding

5

100 Magic Resist; 115% healing and shielding

InnovatorInnovator

Innovators build a mechanical companion to join the battle. The companion receives bonus Health and Attack Damage based on allied Innovators' star levels.

3

Mechanical Scarab

5

Mechanical Bear

7

Mechanical Dragon

MastermindMastermind

At the start of combat, the Mastermind grants the 2 allies directly in front of him 30 Mana.

1

Bonus Active

ScholarScholar

Your team gains Mana every 2 seconds.

2

5 Mana

4

12 Mana

6

25 Mana

SniperSniper

Innate: Snipers gain 1 hex Attack Range. Snipers deal bonus damage for each hex between themselves and their target.

2

8% bonus damage

4

16% bonus damage

6

30% bonus damage

TransformerTransformer

Transformers have two forms that they can swap in between during planning phase depending on whether they are placed in the frontline or backline.

1

Bonus Active

TwinshotTwinshot

Twinshots gain bonus Attack Damage. When a Twinshot attacks, they have a chance to attack twice instead.

2

10 Attack Damage, 40% chance

3

25 Attack Damage, 55% chance

4

40 Attack Damage, 70% chance

5

70 Attack Damage, 100% chance