Fires an orb in a 4-hex line, dealing 175/250/375 magic damage to all enemies it passes through. The orb then returns to her, dealing 175/250/375 true damage to all enemies it passes through.
0 / 60
Blasts a cone of fire dealing 300/400/600 magic damage to enemies in front of her, then shields herself for 400/500/700 for up to 4 seconds.
70 / 140
Fires an arrow at the farthest enemy that explodes on the first enemy hit, dealing 200/275/500 magic damage to all nearby enemies and stunning them for 2 seconds.
50 / 100
Launches fighters that fly out to random enemies, each dealing 80/150/750 magic damage and draining 10/25/50 mana from enemies. The fighters then return to him. The first cast launches 4 fighters, and subsequent casts launch 2 additional fighters. Fighters randomly target enemies.
120 / 120
Basic attacks against champions generate an additional 8/20/90 mana. Cannot gain mana in rounds with no enemy champions.
Spawns a meep on his owner's bench which can be sold for 1 XP. Meeps can stack on the same place.
0 / 90
Pulls the farthest enemy into melee range, dealing 200/350/850 magic damage and stunning them for 2.5 seconds. Additionally his next basic attack knocks up his target for 1 second. Allies within range will prioritize attacking that enemy.
125 / 125
Takes aim at the furthest enemy for 1.1 seconds, firing a deadly bullet towards them that deals 750/1500/2250 magic damage to the first enemy it hits.
0 / 125
Launches poison at the nearest unpoisoned enemy, causing them to take 700/1500/3000 magic damage over 14 seconds, and reducing the effectiveness of shields placed on them by 50%.
0 / 25
Dunks an enemy within a 2-hex range, prioritizing his attack target, dealing 400/550/800 magic damage. If the target is below 50% health, it deals double damage. If this kills the target, he immediately casts again.
0 / 60
Shatters the timeline, freezing all units in time before attacking each enemy, dealing 100/150/2000 bonus magic damage, applying on-hit effects and slowing their attack speed by 50% for 7 seconds. This ability can target the same enemy 5/7/20 times. Ekko cannot die while he has stopped time.
80 / 150
Fires an electromagnetic pulse at a random enemy that explodes on impact in 2-hex radius, dealing 100/150/400 magic damage to all nearby enemies and increases the cost of their next spell cast by 40%.
50 / 80
Enters a defensive stance for 1.5 seconds, becoming immune to damage and enemy spell effects. Upon exiting the stance, deals 200/300/450 magic damage to the closest enemy, favoring her attack target, and stuns them for 1.5/1.5/3 seconds.
0 / 85
Throws a lure that attracts a shark, causing it to emerge after a brief delay. It deals 450/600/5000 magic damage to enemies caught, knocking them back and stunning them for 1.5 seconds.
50 / 120
Calls down a large orbital strike around 3-hexes of his target after a 2 second delay, dealing 450/600/9001 magic damage to all enemies in that area for 2 seconds.
- Larger Area: Increases impact area to a 4-hex radius.
- Faster Impact: Reduces the delay to 0.3 seconds.
- Two Strikes: Impacts a second time, dealing 50% bonus damage.
70 / 160
Leaps towards his target and transforms into Mega Gnar, throwing nearby enemies, dealing 100/200/800 magic damage and stunning them for 1.5 seconds.
While in Mega Gnar form, Gnar is melee and gains 750/1250/4000 health and 100/175/550 attack damage.
0 / 120
Launches a smoke grenade toward the highest attack speed enemy, which explodes on impact dealing 150/200/400 magic damage to enemies in the area and causing their attacks to miss for 2/3/5 seconds.
50 / 80
Slams a tentacle in a line in front of her, dealing 125/200/325 magic damage and stealing 30/40/60% armor and magic resistance from each target hit for 6 seconds.
40 / 80
Dashes past her target in a 3-hex range, attacking them for 175/250/500% AD as she passes through. If this kills the target, she casts again immediately at the enemy with the highest mana.
0 / 30
Summons five tornados which fly forward in a large cone. Tornados grant allies they pass through 100/150/500% attack speed for 5 seconds, while knocking up and stunning enemies for 1.5 seconds.
50 / 130
Calls down his standard to a nearby location, granting nearby allies in a 3-hex radius 65/75/85% increased attack speed for 6 seconds.
50 / 100
Jumps into the air and slams his hammer, dealing 450/600/1200 magic damage to nearby enemies in a 1-hex radius.
0 / 80
Converts every 1% bonus attack speed Jhin has into 0.8 bonus attack damage. Additionally, every fourth basic attack deals 244/344/444% AD damage.
0 / 0
After her first takedown, gains 50/70/100% bonus attack speed. After her second takedown, swaps to her rocket launcher, causing her basic attacks to deal 150/250/1000 bonus magic damage to all enemies adjacent to her target.
0 / 0
At the start of combat, Karma tethers to her closest ally. Shields the tethered ally (or a random one if the tether is dead) for 5 seconds, absorbing the next 250/400/800 damage. While the shield holds, the ally receives 50/75/125% increased attack speed.
75 / 100
For 3 seconds, gains infinite attack range, 80% attack speed, and his basic attacks deal 2/4/8% of target's maximum health in bonus magic damage.
0 / 30
Giantizes herself and reduces all damage by 40/80/200 for 4 seconds.
70 / 100
Dashes away from the current target and then attacks twice. The first attack is a standard basic attack that deals physical damage, while the second deals 150/200/375 magic damage.
0 / 35
Polymorphs the 2/4/12 nearest enemies for 3/3/8 seconds, rendering them unable to attack or cast, and causing them to hop around aimlessly. Polymorphed enemies take 5/10/25% increased damage.
75 / 150
Starts combat with a shield equal to 40/45/60% of his maximum health.
0 / 0
For 5 seconds, Master Yi gains massively increased movement speed, heals for 12% of maximum health each second, and deals 75/100/175 bonus true damage with his basic attacks.
0 / 55
Gains a shield that absorbs 350/500/800 damage. While the shield persists, deals 50/75/125 magic damage per second to all nearby enemies for 8 seconds.
0 / 90
Erupts the ground beneath his target, knocking them up and stunning them for 3/3/5 seconds, and dealing 100/200/400 magic damage. Enemies adjacent to the target receive half of this effect.
50 / 120
Leaps into the air and slams into the ground, dealing 150/250/500 magic damage and stunning all nearby enemies in 2-hex radius for 1.5/2/2.5 seconds.
75 / 150
Terrifies his target, stunning them with fear for 2/2.5/4 seconds and dealing 200/250/400 magic damage over the duration.
40 / 80
Throws her buckler at the furthest enemy dealing 100/150/200 damage. The buckler bounces back to her, granting her a shield for 200/300/400 health.
60 / 100
Dashes next to the furthest enemy within (attack range + 1) hexes then leaps into the air, knocking them up for 1 second and dealing 175/275/400 magic damage to all adjacent enemies in 1-hex radius and stunning them for 1.5 seconds.
50 / 80
Dashes and shields herself for 225/375/1000 health, then slashes forward dealing 100/150/450 magic damage to nearby enemies. Every third cast, leaps into the air and launches a wave of energy that deals 300/500/1500 magic damage.
0 / 25
Torches his enemies, dealing 500/750/1500 magic damage in a 2-hex cone over 3 seconds with each tick of damage occurring every 0.25 seconds, and applying Grievous Wounds on them for 5 seconds.
0 / 50
Teleports and backstabs his target, dealing 250/275/300% attack damage in physical damage, while also critically striking.
0 / 60
Creates a zone around himself that follows him for 2.5/3/5 seconds, allowing adjacent allies to dodge all incoming basic attacks. While active, gains 15/30/45 magic resistance.
100 / 150
Heals all allies for 375/550/20000 health.
50 / 125
After 0.75 seconds, pulls in all orbs on the battlefield and creates 3 new ones, then fires them all at the enemy with the most current health, dealing 100/125/200 magic damage per orb. If the ability kills her target, extra orbs move on to the next target.
0 / 60
Scatters 3 traps around the nearest enemy. When an enemy nears a trap, or after 3 seconds, it explodes on nearby enemies dealing 125/175/550 magic damage, knocking them down, and slowing them for 3 seconds.
0 / 70
Tosses his lantern towards 1/1/9 random units on your bench, pulling them into the current combat and granting them and himself 25/50/200 bonus mana. Traits are unaffected.
50 / 90
Throws three cards in a cone that deal 200/300/450 magic damage to each enemy they pass through.
0 / 75
Fires a drill at the farthest enemy in his attack range, reeling them in. Once they reach him, he repeatedly deals 2000 true damage very quickly until they die. The damage is not preventable and the target cannot be revived. After each successful cast, the mana cost of this ability is reduced by 10/20/100.
40 / 90
Focuses for 10 seconds, tumbling away from her target immediately and every third attack thereafter. When she tumbles, she becomes invisible and her next basic attack deals 175/200/225% attack damage in physical damage.
0 / 50
Charges in 1000 speed at the farthest enemy, dealing 150/200/500 magic damage and knocking aside all enemies for 0.25 seconds along the way. Upon reaching her target, deals 450/650/1300 magic damage and knocks them up for 2/2.5/3 seconds.
70 / 140
Burns a path between the two enemies most distant from one another, initially dealing 15/20/80% of target's maximum health in magic damage, then 1 second later dealing 250/400/1500 magic damage in an explosion along the same path.
0 / 70
Spins rapidly around in 1-hex radius, dealing 300/500/4000 magic damage to nearby units over 3 seconds, prioritizing hitting the nearest enemy not yet hit. The first time he hits each enemy, he knocks them into the air and stuns them for 2/2/5 seconds. Knocking is not stacking.
50 / 150
Creates a storm of blades, gaining 100/125/150% increased attack speed for 8 seconds.
0 / 60
Transforms, summoning meteors to strike random foes in place of his normal attacks for 6/8/45 seconds. Meteors deal 300/400/2500 magic damage upon impact and if they kill their target, all adjacent enemies take 75/100/625 magic damage and are stunned for 1.5 seconds.
30 / 80
Quickly strikes his target three times, dealing basic attack damage and applying on-hit effects. The third strike deals 200/275/375 bonus magic damage and knocks his target up for 1.5 seconds.
0 / 60
Blinks to the furthest enemy within (attack range + 2) hexes and knocks them up, holding them airborne for 1 second and hitting them 4/5/6 times, dealing basic attack damage and applying on-hit effects with each hit.
0 / 90
Every third basic attack deals 50/90/150 bonus magic damage and steals 20/25/40% of the target's attack damage.
0 / 0
Throws a bomb at an enemy, dealing 300/400/700 magic damage.
0 / 40
Kicks a bubble at the enemy with the highest health, dealing 200/275/400 magic damage and stunning them for 2/2.5/4 seconds.
70 / 100
While at least 3 Astros are in play, reduces Astro units' mana costs by 30.
Upon dealing or taking 10 instances of damage, Battlecast units heal if below 50% health, or deal magic damage to the nearest enemy if above 50% health.
- 2 Battlecasts: 80 damage and heal
- 4 Battlecasts: 180 damage and heal
- 6 Battlecasts: 480 damage and heal
- 8 Battlecasts: 880 damage and heal
All allies heal based on damage dealt with spells and attacks.
- 2 Celestials: 15%
- 4 Celestials: 40%
- 6 Celestials: 99%
All allies gain 15% bonus attack speed at the start of combat and then every few seconds.
- 2 Chrono units: 8 seconds
- 4 Chrono units: 3.5 seconds
- 6 Chrono units: 1.5 seconds
- 8 Chrono units: 0.75 seconds
Cybernetics with at least one item gain bonus health and attack damage.
- 3 Cybernetics: +350 health and 40 AD
- 6 Cybernetics: +600 health and 75 AD
When an ally unit dies, all Dark Star units gain bonus attack damage and spell power.
- 2 Dark Stars: +8 AD and spell power
- 4 Dark Stars: +18 AD and spell power
- 6 Dark Stars: +28 AD and spell power
- 8 Dark Stars: +38 AD and spell power
While at least 3 Mech-Pilots are in play, at the start of combat, three random Mech-Pilots are merged into a Super-Mech until it dies. The Super-Mech has 200 mana, 70 armor and magic resistance and the combined health, attack damage, and Traits of its Pilots, as well as 3 random items from among them. When the Super-Mech dies the Pilots are ejected with 35% health and they continue to fight.
At the start of combat, Rebels gain a shield and bonus damage for each adjacent Rebel. The shield lasts for 8 seconds. The shield does not scale with spell power.
- 3 Rebels: +150 shield and 10% damage
- 6 Rebels: +210 shield and 12% damage
- 9 Rebels: +330 shield and 15% damage
Space Pirates have a chance to drop extra loot upon landing a killing blow.
- 2 Space Pirates: 50% chance to drop 1 gold
- 4 Space Pirates: 50% chance to drop 1 gold and 25% chance to drop an item component.
Whenever a Star Guardian casts a spell, an amount of mana is evenly distributed among all other Star Guardians.
- 3 Star Guardians: +25 mana
- 6 Star Guardians: +40 mana
- 9 Star Guardians: +55 mana
Blademasters' basic attack have a chance to trigger 2 additional attacks against their target. These additional attacks deal damage like basic attacks, trigger on-hit and on-attack.
- 3 Blademasters: 30%
- 6 Blademasters: 65%
- 9 Blademasters: 100%
Every fourth attacks from Blaster fire additional shots at random enemies. These shots deal damage like basic attacks, apply on-hit effects and can critically strike.
- 2 Blasters: 3 additional attacks
- 4 Blasters: 6 additional attacks
Brawlers gain additional maximum health.
- 2 Brawlers: +350
- 4 Brawlers: +600
While at least 2 Demolitionist units are in play, all Demolitionist's spells stun for 1.5 seconds, once per spell cast.
At the start of combat, Infiltrators jump to the back of enemy backline.
Infiltrators gain bonus attack speed for 6 seconds at the start of combat, refreshed on takedown.
- 2 Infiltrators: 40%
- 4 Infiltrators: 80%
- 6 Infiltrators: 120%
While at least 2 Mana-Reaver are in play, Mana-Reaver's attacks increase the cost of their target's next spell cast by 40%
While a Mercenary is in play or on the Bench, players will have the opportunity to access the Spell Upgrades pool of their Mercenary, each upgrades only appears once purchased. Each Mercenary type can be upgraded up to 3 times. Selling a Mercenary does not revert the Spell Upgrades later.
All allies gain bonus magic resistance.
- 2 Mystics: +50
- 4 Mystics: +120
One allied Star Guardian's basic attacks are converted to true damage while all other allies' basic attacks are converted to magic damage.
Protectors gain a shield based on their health for 4 seconds whenever they cast a spell. The shield doesn't stack.
- 2 Protectors: 30%
- 4 Protectors: 40%
- 6 Protectors: 55%
Snipers deal increased damage for each hex of distance between themselves and their target.
- 2 Snipers: 10%
- 4 Snipers: 18%
All allies gain spell power.
- 2 Sorcerers: +20
- 4 Sorcerers: +45
- 6 Sorcerers: +75
Starships gain 40 mana per second, continuously maneuver around the board, and are immune to movement impairing effects, but can't basic attack.
Vanguards gain bonus armor.
- 2 Vanguards: +125
- 4 Vanguards: +300
- 6 Vanguards: +1000