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Home // News // [Set 15] K.O. Coliseum Trait Overview
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[Set 15] K.O. Coliseum Trait Overview

Set 15 is dropping later this week! We’re breaking down every new Trait in K.O. Coliseum so you can enter the arena with confidence.

Set 15 Traits

K.O. Coliseum is only a few days away now! If you haven't had a chance to hop on PBE and see what it's all about, don't worry—we've got you covered! In the following article, you'll find a list of all the new Origins and Classes in Set 15, as well as our thoughts on each Trait. To learn more about the Role & Item Overhaul waiting for you in K.O Coliseum, check out our earlier article; as well as our sneak peek into the set to learn more about the Set Mechanic; Poro Snax!


List of Origins

Battle Academia


Crystal Gambit




Battle Academia champions upgrade their abilities and gain Potential. Potential improves their abilities.


Prismatic: Earn 1 point for every Completed item used in combat. Graduate at 175 points.


True Potential Unlocked: +10 Potential


(3) 3 Potentials


(5) 5 Potentials


(7) 7 Potentials


Kills and losses during player combats earn Gem Power. Every 4 player combats choose to convert Gem Power into rewards or Double Down.


While Double Down is active losses grant 115% more Gem Power, but wins lose 50% Gem Power and cash out immediately.


Gem Power gains increase at stages 3 and 4.


(3) ? per kill; ? per loss


(5) And every ? kills, gain bonus loot and reroll a new kill number.


(7) 150% rewards. Crystal Gambit units gain 300 Health and 25% DA.

A strong vertical that struggles with an identity in this meta, Battle Academia's most important trait is that it happens to hold two units of the Prodigy Class. Use Battle Academia’s powerful defensive frontline and two Prodigies to support a Prodigy AP build.


This is your standard loss streak origin. If you can get three Crystal Gambit units by 2-1, it’s a strong opener.



Luchador


Mentor


Luchadors gain bonus Attack Damage.


At 50% health, Luchadors cleanse negative effects, heal, and leap back into the fight, stunning enemies in a 1-hex radius for 1 seconds.


(2) 15 AD; 20% Health heal


(4) 40 AD; 50% Health heal


This trait is active only when you have exactly 1 or 4 unique Mentor.


Kobuko: 6% Damage Reduction

Udyr: 8% Attack Damage and Ability Power

Yasuo: 10% Attack Speed

Ryze: Attacks grant 2 bonus Mana


(1) Allies gain the bonus


(4) Mentors gain all bonuses and upgrade their abilities. Other allies gain nothing.

Luchador comprises a bunch of individually powerful champions, without a big reward for going deep. With Braum a powerful capstone, you will often field two Luchadors—Braum plus whichever best supports your board.


Resembling Emissary from Into the Arcane, Mentor provides a boost to your whole team while fielding exactly one Mentor. If you field all four, Mentors instead grant buffs to each other—but not the rest of your team. Great support origin that is often easy to synergize with other smaller traits.



Mighty Mech


Monster Trainer




Gain The Mighty Mech. Mighty Mechs heal it for 10% of the damage they deal.


Prismatic: Unlock the Mightiest Mech


Each Mighty Mech champion's star level increases The Mighty Mech's power.


(3) The Mighty Mech arrives


(5) Blade Protocol: Level 1


(7) Blade Protocol: Level 2


Choose which monster Lulu summons to replace her in combat! It gains XP after each combat and bonus XP for each takedown it participates in.


When your Monster levels up, it gains 1% Health. At level 15 and 30 its spell evolves!


(1) Choose a Monster

Despite being a full "7 deep" origin, Mighty Mech in the current meta is more a support comp—assemble three to summon a powerful defensive Mech for your team. Flexible players can use mech units to build around their hits on a rolldown—a powerful strategy if you can execute it.


Pick your monster! Kog-maw is a magic carry, Smolder a physical caster, and Rammus a magic tank. Your monster levels up with takedowns, so fielding an early Lulu can quickly get your team ahead of your opponents. Of course, with no class or origin synergies, you will need to find a build that has room for this "lone wolf."



Soul Fighter


Star Guardian




Soul Fighters gain bonus Health, and gain Attack Damage and Ability Power every second up to 8 stacks. At max stacks deal bonus true damage.


Prismatic: Defeat 10 players in combat.


MAXIMUM SOUL POWER.


(2) 120 Health, 1% AD and AP, +10% damage


(4) 240 Health, 2% AD and AP, +16% damage


(6) 450 Health, 3% AD and AP, +22% damage


(8) 700 Health, 4% AD and AP, +30% damage


Star Guardians have a unique Teamwork bonus that is granted to all Star Guardians. Every Star Guardian fielded increases the bonus!


Prismatic: Spend 20000 mana.


THE STARS AWAKEN.


Rell: Gain shields.

Syndra: Gain Ability Power

Xayah: Magic damage on attac

Ahri: On cast, gain Mana

Neeko: Increase heals & shields

Poppy: Heal at low Health

Jinx: Gain Attack Speed

Seraphine: Gain every stat

Emblem: Increase other bonuses


(2) - (10) Gain Star Guardian Bonus

In the current 5-cost dominated meta, Soul Fighter is the strongest vertical on the back of the incredibly powerful Gwen. Solid opening, solid mid-game, strong end-game, this is the comp to beat—as it should be, given the theme of the Set!


This is your standard "each unit buffs... X" origin a la Cyber City’s Divinicorp and Inkborn Fables’ Heavenly Traits. Unlike some previous versions, buffs only apply to Star Guardians. Very powerful with an Emblem or two.



Supreme Cells


The Crew




The Cell who dealt the most damage last combat is Supreme. When the Supreme Cell dies, the Cell with the highest current damage becomes Supreme.


Cells gain Damage Amp. The Supreme Cell gains more and executes enemies under 10% Health.


(2) 8% DA | 12% DA


(3) 18% DA | 30% DA


(4) 28% DA | 50% DA. Gain a second Supreme


Crew champions gain 5% Health and Attack Speed for each Crew member fielded.


Every 3-star Crew champion grants an additional bonus.


1x : +1 XP per paid reroll, and Crew unit odds never drop with player level.


2x: +1 free reroll / round.


3x : Deal 280 damage to fire a rocket dealing 105.


4x : Fire rockets 250% more often per player level.


5x : Fire the Planet Cracker.


(2) - (5) The Crew trait activate

Cells: Supreme Cells is a powerful build-around on the back of an early 2-star Kai'Sa or well-equipped Darius. Finding a Silvermere Dawn is a great reason to go in this direction—Darius with one is a menace!


A small core of units form Crew, which scales based on your 3-star Crew members. Until you hit 3+ 3-star's, you will often want to play just 2 crew members. Finding 5+ early Sivir or Malphite is essential. Surround your crew with strategists and reroll!



Supreme Cells






Every 5 seconds, the Shadow Realm strikes the 3 closest enemies, dealing total magic damage equal to a portion of damage dealt by Wraiths since the last trigger.


Your lowest health Wraith heals for 18% of damage dealt by Wraiths and the Shadow Realm.


(2) 18% damage.


(4) 33% damage.


(6) 50% damage.



Wraith has some individually powerful units, but currently underpowered as a trait. You will often find yourself in Wraith when finding 5+ early Kayles, enabling a powerful reroll comp that can transition from Kayle to Snipers when Varus comes online.





Rogue Captain


Stance Master


The Champ



(1) Twisted Fate upgrades the Crew Ship to deal 15% of it's damage as true damage and draws Bounty Cards each round that grant random rewards.


Bounty Cards get better for each player combat.


(1) When you field Lee Sin, choose between Duelist Stance, Executioner Stance, and Juggernaut Stance! Each stance has a unique ability, and grants Lee Sin the associated trait.


(1) The Champ's victories against players grant 2 Poro-fans! On loss Poro-fans prevent 1 Tactician damage each, then you lose 75% of your fans.

For players who enjoy a little bit more RNG in their games, Twisted Fate grants players random increasingly-valuable rewards each round.


Lee Sin is a super flexible unit you can slot into any comp that needs a strong 5-cost and either a Duelist, Executioner, or Juggernaut.


The Champ keeps you in the game longer—as long as you can satisfy your fans. An early Braum is a great boon for your Tactician’s health, since later on in the game 1 Tactician Health doesn’t quite go a long way.


List of Classes

Bastion


Duelist




Your team gains 10 Armor and Magic Resist.


Bastions gain more, and the value doubles in the first 10 seconds of combat.


(2) 18 Armor & MR


(4) 36 Armor & MR


(6) 70 Armor & MR; Non-Bastions gain an additional 25 Armor & MR.


Duelists gain Attack Speed on each attack, stacking up to 12 times.


(2) 4% AS


(4) 7% AS


(6) 10% AS; Duelists gain 12% DR

Your standard high-resistance front line. You can run two-four Bastions comfortably with any backline focused composition, and they’re particularly useful in vertical comps like Battle Academia, Soul Fighter, or Star Guardian.


Your Rageblade-enjoyers. These units are typically physical damage dealers that benefit from items that boost their attack speed even further.



Edgelord


Executioner




Edgelords gain Omnivamp and Attack Damage. While attacking enemies under 50% Health, they gain 40% Attack Speed.


(2) 10% Omnivamp, 15% AD


(4) 12% Omnivamp, 35% AD


(6) 15% Omnivamp, 50% AD


Executioners gain Critical Strike Chance and Critical Strike Damage. Their Ability can critically strike.


(2) 25% Crit Chance; 10% Crit Damage


(3) 35% Crit Chance; 12% Crit Damage


(4) 50% Crit Chance; 18% Crit Damage


(5) 55% Crit Chance; 28% Crit Damage

These units are off-tanks of sorts, usually—though not in every case—building Sterak’s Gage, Bloodthirster, and Hand of Justice and relying on Omnivamp to keep them in the fight for as long as possible.


Executioners are the standard assassin-esque units that pop up every so often. These units are squishy but deal massive damage, especially when properly equipped.



Heavyweight


Juggernaut




Your team gains 100 Health.


Heavyweights gain additional bonus Health, and Attack Damage equal to a percentage of their Health.


(2) 20% Health | 0.2% Health to AD


(4) 40% Health | 0.4% Health to AD


(6) 55% Health | 0.6% Health to AD


Juggernauts gain Durability, increased above 50% health. When a Juggernaut dies, other Juggernauts heal for 10% of their max Health.


(2) 15% or 25% DR


(4) 20% or 30% DR


(6) 25% or 35% DR

If Bastions and Edgelords combined, they’d make something like Heavyweights. These are also tanky frontliners, but ones that convert their Health to damage.


Another frontline option for you, Juggernauts are more durable at higher health, and heal their fellow Juggernauts when they die, making them a great frontline to invest more than a just couple of units in.



Prodigy


Protector




Your team gains Mana Regen. Prodigies gain more.


(2) 1 Mana Regen | 3 Mana Regen


(3) 1 Mana Regen | 5 Mana Regen


(4) 2 Mana Regen | 7 Mana Regen


(5) 3 Mana Regen | 9 Mana Regen | Prodigy abilities heal an ally for 10% of the damage dealt.


Units gain 5% Durability while shielded.


Once per combat at 50% Health, Protectors shield themselves and their closest ally for a percent of their maximum Health. Shields stack.


(2) 20% Health shield


(4) 40% Health shield


(6) 60% Health shield

Prodigy (2) - (5) is a perfect sidekick to any AP carry composition, and Yuumi and Seraphine make for great carries in their own right.


Don’t have enough frontline options? Protectors are here to save the day—and also their fellow units. These tanks also Shield their closest allies, making them a tight-knit line of defense.



Sniper


Sorcerer




Snipers gain Damage Amp, increased against targets farther away.

(2) 13% DA; +3% DA per hex

(3) 16% DA; +5% DA per hex

(4) 22% DA; +7% DA per hex

(5) 25% DA; +10% DA per he


Sorcerers gain bonus Ability Power.


When an enemy dies after being damaged by a Sorcerer, they deal a percentage of that enemy's maximum Health to another enemy.


(2) 20 AP; 8% max Health


(4) 50 AP; 10% max Health


(6) 90 AP; 12% max Health to 2 enemies

A standard Sniper class as we’ve seen in many past sets. Jinx and Varus make for fantastic carries when properly equipped—and properly protected.


The standard AP carry class, with a terrific 5-cost option to boot.



Strategist


Rosemother


Combat Start: Allies in the front 2 rows gain a shield for 15 seconds. Allies in the back 2 rows gain Damage Amp. Strategists gain triple.


(2) 150 Shield; 4% DA


(3) 225 Shield; 6% DA


(4) 350 Shield; 10% DA


(5) 450 Shield; 14% DA


(1) Gain 1/1/8 placeable plants, based on Zyra's star level. Plants in the front two rows grow into durable Grasping Roots, while plants in the back two rows grow into Deadly Spines.


Rosemother plants benefit from Zyra's Ability Power and Attack Speed.


When Zyra casts, her plant restores 35% Health and gains 35% Attack Speed for the rest of combat. If the plant is dead, she revives it instead.

Strategists boost their frontlines with Shields and their backlines with Damage Amp. Perfect to slot into any composition.


Like Lee Sin, Zyra is another super flexible 5-cost carry that provides either extra frontline or extra backline depending on your needs.



League of Legends Champions:

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